Showing posts with label World. Show all posts
Showing posts with label World. Show all posts

Kingdom of Muriah (The Heartland)

  • Capital: Paragon City
  • Government: Feudal Monarchy
  • General Alignment: Lawful Neutral
  • Population: ~12,000,000 (~109/sq mile)
  • Area: 110,000 sq. miles
  • % Cultivated: 61% (~66,000 sq. miles)
  • Major Cities/Capitals:
    • Paragon City: The King's city, it is the capital of the entire continent of Muriah.
    • Azmara: The Gateway to Conquest, Azmara is large city devoted to war.
  • Cities:
    • Regulus: Large farming city; the larder of the King's Army.
    • Tesselpact: City of magic and wonder, with a large gnome population.
    • Centarine: Fortified city bordering the Elven Nations, it is a mining and logging city.
  • Townships: Iridale, Lona

Climate: Temperate. Situated in the heart of the continent, the Kingdom has four distinct seasons, with hot summers and cold winters.

Geography: The Kingdom is mostly comprised of the lower part of the Plains of Sunia: verdant grasslands suitable for agrarian pursuits. The King's Forest, nestled in the shadow of the great peaks of the Knife Edge mountains to the north and east, provide needed hardwoods, and the Lake of Kings ample fresh water. The Kingdom is bordered to the south and southeast by the Hills of Nevar, and to the south and southwest by the Forests of Myrrh. Two major rivers provide fresh water and expedient travel from Paragon City to the other major cities of the Kingdom.

History and Politics: It is unsure if settlers arrived in the Muriahan heartland from the Bloodcoast, or if the human tribes first settled in the region that would become the Kingdom, and expanded northwards. Either way, the region was an abundant and fertile area for these early tribes, which were estimated to have settled down in the region between EH200 and EH400. The Myrrhian Elves and Clan Dwarves rarely ventured out from their native regions, creating a fertile pocket in which the human tribes could develop.

Warfare was common amongst the tribes at first, and it was through warfare that the first united tribes were created, under the banner of Chief Huri (the first). Still a stone age culture, they were a primitive lot, still following the elemental ways of the shamans, though worship of the Old Gods had already taken root.

The tribes would prosper under the enforced peace of the One Tribe. Where other areas saw repeated conflict (such as the tribal warfare in the Bloodcoast, and the racial struggles in the Dyninn), the heartland grew in population, and stature. Trade began between the humans, the Clan Dwarves, and the Myrrhian Elves. Unaware of the abilities of their short-lived neighbors, the demihumans traded away important technologies such as archery and iron working to the Huri Tribes.

During the years EH600 or so, there is strong evidence that members of the Huri tribes began scouting far beyond their usual range. There is evidence the tribes made contact with the Arborlorian Elves and the Dwarves of the Lower Wold. Trade flourished with the Huri Tribes and the Bloodcoast tribes, and there is evidence of raiding to the south, in the Hills of Nevar and Queshka tribes.

Sometime starting around EH2000, the tribes of Huri began the systematic conquering and subjugation of their neighbors. What brought about this revolution from raiding and trade to subjugation is unknown, but its impact would be huge. Every year saw another tribe or village brought to heel under the rule of the Tribes; the relentless pressure would eventually see the capitulation of the Bloodcoast tribes, and the annexation and forced alliance with the various non-human races under the banner of Chief Huri XV, thus ending the Endless War. Chief Huri XV would crown himself the first King of Muriah, the name of the land in the native tribal tongue (that would become Old Imperial).

Again peace and prosperity would ensue, with the Kingdom receiving ample tribute from the vast conquered territories. The Godwars brought religious upheaval for a time, and many internecine disputes were quelled during the Era of Kings. But much of the foundation for the modern roads and trade routes were established. Over time, however, the Kings became complacent, and the far-flung territories were allowed to lapse into mostly autonomous rule. This would cause a great fracturing during the Rising of the Three, as each region would break down along ancient hereditary lines, withdrawing to defend themselves against the great undead hordes instead of uniting against their common enemy. Following the defeat of the three, the heartland of the Kingdom was once again isolated and alone.

And once again it set about building an army. Except this time it had a new weapon: during its time of introspection, psionics had been discovered amongst one of the many schools of philosophy founded from the largess of its conquests. The Order of the Mind quickly integrated itself deeply into the Kingdom's society, serving as police and educator, spy and propagandist. The Order would become the right hand of the King of Muriah, giving his armies unequaled intelligence, and allowing them to divide and confuse their enemies. The Order was a secret weapon, little talked about, and greatly feared in the Kingdom. They would be instrumental in the re-unification of the continent.

Laws: The Kingdom of Muriah has a rather harsh penal code, with many major offenses resulting in death, enslavement or hard labor, or imprisonment. The Order of the Mind acts as the enforcement arm of the Kingdom, though the Judicial duties are still given to the Temple of Divine Justice (Midir). The Kingdom is a very controlled, placated place, where only the canniest of criminals last long.

Economics: Much of the Kingdom's economy is driven by the tithes from the conquered regions. The tributes go into the King's treasury, and the funds are made available through public works projects. As such, the populace has access to excellent education, and many citizens of the Kingdom survive without work or trade on the King's Stipend. Still, the Kingdom is a major exporter of food, lumber, and metals, as well as manpower and technical and magical knowledge.

Military and Clout: The Kingdom is landlocked, so has no navy to speak of. Their army is second-to-none in training, with a highly devoted, even fanatical, officer corps. Their troops are well equipped and well paid. The Imperial Legion is respected throughout the continent.

Free State of Dynoria (Dynorian Steppes)

  • Capital: Freestone
  • Government: Constitutional Monarchy
  • General Alignment: Chaotic Good
  • Population: ~35,000,000 (~70/sq. mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 39% (~195,000 sq. miles)
  • Major Cities/Capitals:
    • Freestone: This large, teeming city is a vast melting pot of cultures and peoples.
    • Sadhe Kiristi: An old city in the plains of Dynoria.
    • New Dynoria: A young city built on the ruins of its predecessor, New Dynoria is a major shipping hub.
  • Cities:
    • Dunwiddie: Gnomish city of learning and science.
    • Queshka: The last major city of the Ques, the native people of Dynoria.
    • Point Naris: Lumber and shipbuilding city, it has a strong naval presence.
    • Newland: A frontier city bordering the Great Untamed, it is popular as a refuge of those seeking their fortunes in the dangerous lands beyond.
    • Castle Greystone: Once an equal part of the Tri-Cities (Dynoria, Greystone, Freestone), this city has yet to recover from the wars that ravaged its populace.
  • Townships: Icehold, Port Jynn, Fisher's Folly, Medhe, Leah, Tertes, Intera, Whaler's Rest

Climate: Temperate, and dry throughout the steppe, the coast receives considerably more rainfall than the interior. Temperatures range from arctic extremes (-40 C) in the southern ranges in the winter, to 40 C at the height of summer in the northern steppes. The rainy season in spring brings monsoons that last the entire month of Nature's Hand. Autumn sees scattered rain showers, with summer being hot and dry, and winter being cold, windy, and dry with an occasional heavy snowfall. The coastal regions often experience severe blizzards in the winter. Tornadoes and duststorms are common in the interior of the region during the summer, and lightning storms often accompany the monsoons during the spring.

Geography: Situated in the southwest of the continent, the Free State is bordered by the Great Untamed and the Holy Republic of Astalus to the east, and the Nevarine Combine and Elven Nation to the north. The terrain is dominated primarily by the Dynorian steppe, with a small range of mountains to the south and a forested region in the west along the coast. Also, a great canyon named the Dry Pit lies conspicuously amidst the plains.

The Dry Pit is a dangerous place of wild and anti-magic, where few people return from. It is thought that an ancient evil resides there, and legends tell of it being the site of the final battle between the Gods and the Dragon-Lords. It is a deep canyon of rocky spires and craggy ravines.

History and Politics: The region was first settled by the Ques sometime in the Dawn of Man. Little is known of their origin, even amongst their own population. What is known is they developed a fairly advanced society throughout the southwest based on honor, loyalty, and the Great Spirits. Refugees flooded in during the Dawn of War, making the region a highly eclectic blend of cultures and tribes, which would set the tone for the region.

During the Mercenian Dynasty, the Ques were systematically conquered by the King's forces. A system of forced intermingling with invading settlers dissolved much of their ancient customs, though pockets survived. The city of Queshka remains a bastion of Ques traditions, architecture, and society.

The region is named after the conquering general, Chief Thrangol Dynor, who became the areas first prefect, or marquis, choosing the city of Dynoria as his capital. For the next several centuries, the region persisted as a miniature empire for the marquis under the feudal system. During the Rising of the Three, the region suffered the worst of the undead's assaults: the city of Dynoria - a thriving port estimated to house over 50,000 souls - was completely razed, and its population enslaved. Several other cities were destroyed or attacked; Castle Greystone survived, but saw most of its population dead through plagues and starvation, and the city proper destroyed.

After the three were defeated, the region was in turmoil. Those rulers who hadn't fled or been killed had often survived at the expense of their subjects. In each of the cities - now isolated and alone in the aftermath of the war - saw peasant revolts that quickly established democracies in various forms, based on plebian rule. Once trade and travel between the cities began, the cities formed an alliance of city-states which would persist until their defeat during the Age of Reunification.

After reunification, attempts to instill a feudal system were met largely with unrest and peasant revolts. The Edict of Self-Governance, issued in ER 1348, declared that the cities of Dynoria could form their own governing bodies, with their imperial representative being elected amongst their own number, who would give fealty to the King. This quelled much of the unrest, and the city-states quickly reverted back to their former democratic customs, though more standardized across the region.

Laws: Compared to other regions throughout Muriah, the laws and penalties in the Free States are fairly lenient. Most serious crimes (cavorting with demons, murder) incur banishment, or life imprisonment, with only the most heinous crimes awarding execution (treason, mass murder). Lesser crimes incur a modest fine, time in prison, or time at hard labor.

The court systems are overseen by the Church of Midir, though most cases are decided by a jury of peers. Each citizen is expected to perform their civic duty on the jury, as needed. Failure to report for duty is considered a fairly serious breach, and results in a fine and potential expulsion from the community.

Each citizen of a community is also expected to serve in their militia for two years upon reaching their maturity (16 for humans, equivalent for other races), with exceptions being rare (health, previous service provided, etc.). A modest stipend is paid for their time. Not all positions in the militia require patrol; many spend their mandatory two years as clerks, gophers, or assistants to the commanders. Service in the militia is a source of pride for most, an onus for others.

Economics: Being the second most populated region on the continent (the Holy Republic of Astalus being first), the area is a major market for traders the realms over. The Free States, with its lenient laws, has become a melting pot of cultures from others fleeing their own societies. Combined with fairly lenient laws and punishments, crime in many of the cities can be problematic, but when it comes to innovation and new products, the Free States is first.

Military and Clout: The Free States maintains only a small volunteer military force, but each city has a sizeable militia on hand, due to their policy of required service. And each citizen is typically at least trained in the use of weaponry. The Dynorian Navy is adequate for stopping most pirate raids, though they rely more on hiring mercenaries to seek out bandits and raiders typically.

The Free States have an ongoing border dispute with the Holy Republic of Astalus around the city of Intera, which has on occasion resulted in military standoffs and even an occasional violent outbreak. Frequent incursions into the Great Untamed has caused much strife with the Druidic Council, who often stages protests, demonstrations, and even sabotage. The Free States are on good terms with the Elven Nations, one of their major trading partners.

Politically, the Free States keep to themselves, and most other regions ignore them.

Calendar

Month Season Major Holidays
Springdawn Spring Spring Festival (1st), Sun's Feast (10th), Day of Naming (15th)
Nature's Hand Spring Fortune's Fool (5th), First Planting (12th)
Firstbloom Spring Flower Day (4th), Matriarch Day (11th), Day of Reckoning (22nd)
Kingsmonth Summer Summer's Inauguration (3rd), King's Day (5th), Ancestor's Day (28th)
Sunsglory Summer Midsummer Festival (21st), Day of Storms (28th)
Summersend Summer Summer's Feast (15th)
Hearthfire Fall Heart's Day (8th)
Harvestmoon Fall Harvest Festival (24th-30th)
Farmersrest Fall Day of Thanks (16th)
Coldhearth Winter Day of Judgement (30th)
Wintersgrip Winter Ice Festival (10th), Day of Pledging (15th)
Newlight Winter Day of Revival (25th)

The League of Cities (Dyninn Forest)

  • Capital: Tourmaline
  • Government: Feudal Monarchy
  • General Alignment: Neutral (Pragmatic)
  • Population: ~25,000,000 (~50/sq mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 27% (135,000 sq. miles)
  • Major Cities/Capitals:
    • Tourmaline: Capital of the region, known for fine jewels and magic services
    • Capaal: Renowned for the baths and natural springs; an ancient Elven city.
    • Arborlon: This Elven capital is a hub of culture and art.
  • Cities:
    • Andors: Sister city to Wetilla; deals in logging and livestock.
    • Wetilla: Lumber and woodmaking city; situated at the confluence of three rivers
    • Eastbreak: Fishing and trading city; last port around the Cape of Hope.
    • Farview: Primary trading port for the Dalelands.
    • Port Hugis: Navy town, with extensive dockyards for ship construction.
    • Port Farthis: Mining and sailing city; most inland port for the League.
    • Niondel: Elven city; famous for silks. Home of the Silk Lords.
    • Clydemaark: Human and dwarven city known for its river boats.
    • Dun Morig: Dwarven city; major exporter of cold iron.
    • Harborpost: Northernmost port city on the continent; vacation spot for rich nobles
  • Townships: Fenwick, Arrowdale, Jenkin’s Hole, Alyn, Lind, Sailor’s Rest, Dun Vast, Tulis, Farport, Wending

Climate: Temperate, Warm. The Dyninn Forest area receives ample rainfall, with the Tuluvian Jungle being a true rainforest. Severe thunderstorms are common in the summer, and typically one or two major snowfalls in the winter. Fall and spring are mild, with considerable temperature variances.

Geography: The League of Cities is situated mostly amidst the great Dyninn Forest, named after the first Elven King of the region. Despite the sizeable population centers present, especially along the eastern coast, there are still vast tracts of unspoiled wilderness. The region has several strategic natural borders, protecting it from most invaders; namely the Black Marsh to the south, and the Knife Edge mountains, part of the Dwarven Clanlands. Ample grasslands serve as the region’s breadbasket, mostly around the capital of Tourmaline.

History and Politics: The League of Cities is a loose association of mostly isolated city-states of varying power: from mighty Tourmaline, Arborlon, and Capaal, down to the minor players of Wetilla, Andors, and Niondel, etc. The League came into existence in response to the threat of the Rising of the Three, around ER 1260, as a pact of common defense against that terrible terror. Despite this effort, the Three would ravage the Dyninn region, with many cities - such as Oeatrus, a major center of learning and history - being completely razed and lost.

Before, and after, the Rising of the Three, inter-city conflicts were common, especially between the main power centers of Capaal, Arborlon, and Tourmaline. The Kingdom of Muriah would play on these internecine struggles to force the region to declare fealty, but even now occasional border disputes strain relations between towns and cities. The region has also long been a hotbed of racial conflicts, mainly between the Clan dwarves and the Arborlonian elves, with the humans taking varying sides. These feuds have been quiet for centuries, but both races have long memories.

The League, or more specifically the cities within the league, have always been more interested in commerce than any other pursuit. The natives of this region are stereotyped as having a certain air of pragmatic self-interest. As such, mercantilism is the order of the day, and many of the main merchant guilds have considerable political clout in the region. The League has some of the most lenient business laws of all the regions, making it a strong area of innovation and development.

The pragmatic nature of the majority of the residents of the Dynnin also make them fairly tolerant (for good and ill). Second only to the Free States in diversity, almost anything and everything can be found or purchased at one of the cities here. All of the major races, and most of the minor ones, have enclaves or communities within the region. The Fey are common throughout the Dynnin, as well, as are many sylvan creatures.

Laws: Laws very slightly from city to city within the League, though major crimes are mostly standardized: murder, treason, arson, aggravated assault, etc. are all punishable by death. Lesser crimes very more widely, from a simple fine to extensive hard labor or forced incarceration. Occasionally banishment is given for a repeat offender of petty crimes. The courts are managed by the Temple of Divine Justice (Midir), to ensure fairness and justice, though clerics of Bormir also practice law.

Economics: Taxes are collected and enforced at the pleasure of the local ruling nobility, or village reave. They are often collected once per season. Some Duchies have road tolls for popular highways (and some con-men and bandits have attempted to set up their own 'tax stations'). Generally, though, taxes are relatively low in the region, as each duchy competes for commerce with the others. Any significant increase generally causes an exodus of merchants and wealth, and fewer coins in the pockets of the guildmasters.

Most municipalities have an organized thieve's guild, often tolerated by the governing body as a necessary evil. As long as they do not overstep their bounds, they are allowed to perpetuate their minor crimes. Banditry is a bigger problem: the vast areas of unsettled wilderness allow for many a bandit company to operate within the Dynnin.

The region is a major exporter of lumber and wood products, as well as gems, precious metals, and grains from the Dyninn grasslands. The region imports hard metals and a variety of other trade goods. Overall, the region is a net exporter of goods, providing a fair bit of wealth for the merchants settled there.

Military and Clout: The League of Cities is a fairly powerful force on the continent. The navy is second only to the Bloodcoast Consortium, and is experienced at stopping pirate excursions from farther south. The army focuses on mobility and skirmishing tactics, with much of their tactics and strategy taken from the Elves. They are well-equipped, as Dyninn bows are renowned throughout the kingdom.