(http://img.photobucket.com/albums/v614/RHO1/Amalga/lonesoldier.png)
The Duke of Kenrick looked down at the stone grave marker. The Minotaur page had obviously picked up a whole rock and quickly chiseled in the name of his Brother, the Baron of Hobwatch, along with how he had died: "slain by Hobgoblins in a valiant effort to push the horde back, inspiring his men to victory." "Perhaps," thought Kenrick, "it was for the best, the Baron had already disgraced himself at the Battle of Gade. To die inspiring a victory against a goblin raid... It was the best the fool could hope for." The Duke let out a long audible sigh, his eyes welling up, "how could you die brother? Why would you choose to lay down your life in such a meaningless way? The goblins posed no meaningful threat, at least not a threat worthy of your sacrifice..."
"Sir, sir!" yelled a boy from off in the distance, "The Tugish, sir, the Tugish have crossed the Hellhammers near Midwatch! Sir, we're at war!"
"The Tugish again," thought Kenrick before yelling back to the boy, "Those damned cowards!" Kenrick knew Gnolls had recently raided the Tower of Midwatch, "they're looking to capitalize my boy! Send for Benhorn, my fallen brother's page, we'll have use for him!" The Duke then pat his horse on her white mane and, with great haste, rode back to Kenrick Castle. War was coming and Galaland needed him now more than ever. _____________________________________________________
What is Amalga? Amalga is a campaign setting about war. It is a setting about the slow decline of the aged Galish Kingdom. It is a setting about mystery, pain, fortune and adventure. This setting has been crafted over the years through actual play experience with my players. Some of the most important people in the world were once their characters (including, the King of Galaland, the Patriarch of Solens, the King of Castiland and many more). Though Amalga has changed shape and evolved since I ran my first adventure the core belief of the world - providing an exciting backdrop for my player's character's adventures - has remained the same.
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Anyone who posts in this thread may take the Amalga Review Badge: (http://img.photobucket.com/albums/v614/RHO1/Amalga/amala.png)
[url=http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0][img]http://img.photobucket.com/albums/v614/RHO1/Amalga/amala.png[/img][/url]
TABLE OF CONTENTS - Map of Amalga (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_119941)
- Nations of Amalga
--- The Kingdom of Castiland (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_119942)
--- The Republic of Colina (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_119946)
--- The Kingdom of Dvarga (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_120043)
--- The Kingdom of Galaland
--- The Tetrarchy of Glasmor
--- The Protectorate of Glauben
--- The Forest of Henwald (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_120656)
--- The Empire of Hwate
--- The Kingdom of Ixen
--- The Caliphate of Kamir
--- The Kingdom of Leonamarca (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_121991)
--- The Kingdom of Nargosa
--- The Orc Valleys
--- The City States of Tarosia
--- The Kingdom of Tugaland
- Organizations of Amalga (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?119939.0#post_119945)
Map of Amalga:
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Amalga2010copy.png)
[spoiler=A Larger Version of the Map] (http://fc09.deviantart.net/fs71/f/2010/304/d/d/new_map_of_amalga_by_elemental_elf-d31wjfd.png) [/spoiler]
(http://img.photobucket.com/albums/v614/RHO1/Amalga/castiland.png)
CASTILAND
(http://img.photobucket.com/albums/v614/RHO1/Amalga/1.png)
Castiland is the youngest Kingdom in the whole of the Amalga, its peoplehaving only thrown off the Galish yoke some 15 years ago. The Kingdom has made its mark on the continent in a very short time by becoming a major naval and mercantile power as well as joining Leonamarca's crusade against the Tieflings of Kamir. COMMON KNOWLEDGE Castiland is a land of opportunity; its newly cemented freedom has given the Kingdom a sense of destiny that rivals on the fanatic. It's King, Marshal Pride I, was once a member of the Knights of the Shield Table in Galaland but rebelled with his Castish kin when he saw the abuses Galaland tolerated. The King's decision to aid Leonamarca was controversial, especially among the Castish Aristocracy who must now wage war in that blasted land.
[note](http://img.photobucket.com/albums/v614/RHO1/Amalga/casti2.png)[/note]
REGIONAL FEATURESCastiland is a country roughly divided into three different ethnic zones. Though all three are united by a common purpose and a shared torment under the last Baron of Castiland (prior to independence) there is always worry that the three ethno-regions will split apart.
The north-west area is dominated by people of Galish decent. The Northerners, as they care called, are a hardy lot who favor mercantile activities. The Galish of this region maintain close ties to their kin in Galaland, using it as a tool to increase overland trade into and out of Castiland. Within Castish society, the Northerners (as they are called) are well known for loving opulence, the great mercantile houses in Castiberg and Borastad are the envy of all. The King has encouraged trade through low taxes but the Northerner's opulence can, at times, even exceed what even the King can afford. It is rumored the Kanby Family was secretly convicted of treason following a banquet where all of the guests (including the King) were served their dinner on solid gold plates and diamond encrusted goblets'¦
[note](http://img.photobucket.com/albums/v614/RHO1/Amalga/casti3.png)[/note]
The South/South-East region is dominated by those humans of Lusitan ancestry, who immigrated to the region after the Tieflings conquered their Kingdom some 170 years ago. The Lusitans are currently the dominant ethnicity in Castiland. The people of the south (as they are called) typically possess swarthy skin and have a penchant for battle. The most renowned heroes of Castiland are from the South, including King Marshal I himself. The Southerners' domination of the Kingdom is tentative, as the merchant families of the north covet the south's preeminence. For their part, the Southerners tend to segregate themselves off from the other two ethnicities, seeking strength in their traditional, militant traditions.
The upper Cast River basin and the north-east of the country are dominated by the people of Tugish descent. These folk tend to be the most rural and agrarian, producing a majority of the grain. The Noreasters (as they care called) enjoy taking life at a slower pace than their Southern and Northern kin. Due to this, the Tugish are the least powerful of the three, with very few nobles to broker for their needs and desires at court. The two largest Noreastern towns are ruled by Southerners. Many Noreasters have expressed a desire to rebel against Castiland and reunite with their ethnic kin in Tugaland, a prospect the Tugish crown has been known to support (even prior to Independence).
THE PEOPLE OF CASTILANDThe combination of three different human ethnicities (in roughly equal numbers) has forged a very unique culture. Each of the three ethnicities embody a different aspect of society '" the Southerners are the warriors, the Noreasters are the farmers and the Northerners are the traders. Together, they have formed a wonderfully dynamic country that is fast becoming a major power in continental politics. There exists an underlying resentment and jealousy between the different peoples of Castiland, principally manifesting between the Northerners and Southerners, though the Noreasters have threatened to rebel recently (and were known for doing so prior to independence). Even still, most Castish believe their destiny lies together as a unified people bound by love of the crown (which is not unlike the method Galish monarchy maintains its power).
[note](http://img.photobucket.com/albums/v614/RHO1/Amalga/Castiland1.png)[/note]
ENEMIES AND ALLIESCastiland has made several dangerous enemies and powerful allies. Castiland is allied with Leonamarca, Nargosa and Glauben against the Tieflings of Kamir. By the same token, they are Kamir's enemy. The burgeoning naval might has brought Castiland into conflict with Colina and her ally Tugaland. Further Castiland's alliance with Nargosa has earned it the seething hatred of Ixen.
Organizations of Amalga
There are many organizations with in Amalga, many span whole countries, the entire continent and beyond. A great many of the guilds began in Galaland, where the monarchy is well known for granting guilds monopolies over the sale of specific items. Due to this, most of the large guilds are headquartered in Galaland. Further, a small selection of very powerful guilds have sought and attained a divine patron These guilds are marked with a '(d)' after their name. The largest and most influential guilds, both with and without a divine patron, are detailed below.
BLACKPIKE MERCENARIES (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/blackpike.png)
The Blackpike Mercenaries is a guild whose divine patron is Styrke, the god of strength. The Blackpikes are a diverse grouping of mercenaries that are often hired on a '˜no questions asked' basis. The common folk do not have a high opinion of the Blackpikes, for the wealthy and vile often employ Blackpikes, using them as thugs. The guild is headquartered in Paradise.
BRIGHTSAIL MARINES (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/brightsail.png)
The Brightsail Marines is a guild whose principle focus lies with the protection of ships, both of the sea and river variety. The guild is the most common mercenary organization in the south seas and is headquartered in Castiberg. The divine patron of the Brightsails is Seil, goddess of the sea.
COLINA STATE MARINES
(http://img.photobucket.com/albums/v614/RHO1/Amalga/CSM.png)
The Colina State Marines is a guild that operates out of the city of Colina and can be found throughout her mighty realm. The Marines are all trained by the Colinan navy to fight and defend ships both at sea and in port. The State Marines are found in every Colinan port and are often used as de facto town guards, especially in the smaller settlements.
HIGH FOREST VENDORS (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/HFV.png)
The High Forest Vendors (HFV) is a guild who specialize in the creation of- and sale of magical potions. The guild operates hundreds of stores throughout the continent. The HFV are well known for "Discount Thirdag" event which sees the cost of the most common potions slashed to a price even a commoner (who saves up) can afford. It is not unheard of for governments to buy mass quantities of various strength-enhancing and healing potions from the guild, especially prior to war. The guild's Divine patron is Ystwyth, god of magic and is headquartered in Paradise.
HOSPITALLERS (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Hospi.png)
The Hospitallers is a guild of templars whose sole duty is to spread out across the country side and provide magical healing and protection to the poor and downtrodden. In addition, the Guild maintains a great many shrines across the continent, all of which are manned by Hospitallers who provide magical healing services free of charge. The guild's patron is Solens and is headquartered in Glauben.
IRONGLAIVE MERCENARIES (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Ironglaives.png)
The Ironglaives is a mercenary guild whose members are all Warforged created by the Mender's Guild to serve as the strongest and most resolute soldiers ever created. The Guild is favored by merchants for its fair prices and reliable service. The guild's divine patron is Ambolt, god of creation.
LONG ROAD GUILD (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/LRG.png)
The Long Road Guild is dedicated to the transportation of people and goods across the continent. Commonfolk most often see LRG-led caravans that crisscross the continent. However, the guild also maintains a large number of Hippogriffs that can carry a single patron to any where he desires, as well as a small fleet of ancient sky ships that regularly ferry people from Colina to Paradice to Castiberg to Haupstadt and back. The guild's divine patron is Reiser, goddess of travel.
MENDER'S GUILD (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/menders.png)
The Menders are a Dwarven guild sponsored by Ambolt, the god of creation, and is headquartered in Stonesword. The Guild focuses on the mending of all things from small tools, to massive castles. Everything created or mended by the Mender's Guild is of the utmost quality. The Guild also creates Warforged which are often sold to other guilds and wealthy patrons.
MOON DANCERS (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Moon.png)
The Moon Dancers is a guild whose entire membership is composed of females. The guild maintains large tea houses throughout the continent where female entertainers host small groupings of men for the purpose of entertainment and company. The guild is often accused of being dens of prostitution, though no allegation has ever been proven. The guild's divine patron is Lleuada, goddess of love.
OLD NORTH LIBRARIES (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/ONL.png)
The Old North Libraries is a guild that, as the name implies, operates several hundred libraries across the continent. The libraries vary in size and complexity but each library is required to maintain a core set of books and scrolls that cover a wide swath of information. The largest libraries are in Paradise and Colina, each of which boasts a neigh unimaginable number of tomes. The divine patron of the guild is Boken, god of knowledge.
SILVERBLADES (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Silverblades.png)
The Silverblades is a mercenary guild dedicated to their divine patron Riddare's ideals. The Guild is often hired by towns and cities to supplement the town guard and to train auxiliaries. The wealthy often store their gold within the very secure Silverblade enclaves, which can be found across the continent. The guild has developed elaborate schemes that have transformed the enclaves into banks (of sorts) where people can withdraw small portions of their gold from any enclave at any time.
SOLICITOR's GUILD (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/solici.png)
The Solicitor's Guild is headquartered in Paradise. The Guild maintains a monopoly (in Galaland, Tugaland, Colina and Castiland) over the representation of the poor and downtrodden in court proceedings. The Guild sponsors many universities, principally for the training of new Solicitors but also for the education of the wealthy and near-do-well. Loguma, goddess of civilization, took a shining to the guild and bequeathed to it her patron-ship.
SPIRIT WALKERS (d)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/spirit.png)
The Spirit Walkers are a guild who specialize in the investigation of serious crimes, especially those involving murder. The divine patron of the guild is Tudse, goddess of death. The Spirit Walkers are beloved by the masses and feared by criminals. The Spirit Walkers can be found in every town with in Amalga save for those of Tarosia and Kamir.
VAMPIRE'S HEAD INN
(http://img.photobucket.com/albums/v614/RHO1/Amalga/vamp.png)
The Vampire Head Inns is a guild owned and operated by the (now) infamous dwarven bard named Gotz, who first achieved wealth and prestige by single-handedly slaying the Vampire that haunted Mansion of Gamle in Bailiwick. With the riches plundered there, Gotz set about creating the largest chain of Inns in the known world. Gotz and the Vampire Head's are headquartered in Paradise.
[note=Map]
(http://img.photobucket.com/albums/v614/RHO1/Amalga/castiland-1.png)
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(http://img.photobucket.com/albums/v614/RHO1/Amalga/cOLINA.png)
COLINA
(http://)
Colina is the greatest mercantile power on the continent. It's reach can be felt every were. If something was on a boat in the south seas, it was handled by a Colinan merchant or traveled on a Colinan boat. The Republic is built on naval superiority, no nation can hope to face Colina at sea and live to tell the tale. COMMON KNOWLEDGE Colina was founded in the swampy islands near the mouth of Filbert Bay. The village quickly found its role in destiny as a rest stop for ships headed for the rivers of Galaland. The village soon grew into a town, which soon expanded into a City.
Colina had always been under the nominal control of mighty Galaland, until the Duke of Haupstadt collaborated with the High Council of Colina to rebel and throw off the Galish yoke. The High Council agreed and rebellion began. Within four months, the Colinan Navy had successfully blockaded Filbert Bay and was busy shuttling supplies to Tugaland from Ixen and Glasmor. The Galish, faced with potential rebellions across their Kingdom, relented and gave the Tugish and Colinans their freedom.
Since then, Colina has become the single greatest naval power in the Amalga. Its empire stretches from Colina itself, down across the Richezza Islands, east to the Island of Strada & Markis then south to the Barca Islands and the town of Chitta. The Republic is wealthy beyond imagining, its merchant families surpassing the wealth of many Kings. The Republic is governed by a High Council composed of the 8 wealthiest individuals and a Doge, who is recognized by the 8 Council members as the city's greatest Admiral. The current Doge is Aldus Goldoni, hero of the Battle of Markis, where the Colinan Fleet defeated a Castish fleet. [note](http://img.photobucket.com/albums/v614/RHO1/Amalga/col3.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/col2.png)
Colina (city)The wealthiest city on the continent, Colina is the capital of a vast empire built upon sea-based trade. Colina is home to some of the wealthiest people in the world, and is a Mecca for all those wishing to become wealthy.
Population: 110,000.
Government: His Ducal Grace, Doge Aldus Goldoni, keeps his residence in the Republican Palace. Maestro Pietro Pilani is Grand Master of the Republican Keep and controls the city's garrison, called the Republican State Guard (RSG). His Excellency Tommaso Moro is the Grand Admiral of the Colinan Navy and can be found in the Mare Tower.
Defense: The RSG holds a monopoly over the defense of the city, possessing hundreds of arms depots, watchtowers and the right to commandeer any ship. The Colinan State Marines form the bulwark of any offensive maneuver; these rugged highly trained soldiers are without peer. The Colinan Navy maintains a large fleet in and around the city.
Inns: There are hundreds of inns throughout out the city. The largest are the Floating Vampire's Head Inn, the Twelve-Headed Kraken and the Sunset Tavern & Inn, the latter of which is owned High Councilor Angelo Tribuno.
Taverns: In addition to the above, the 10 Spells Tavern is a favorite of the continent's young nobility who come to study in the city's many universities. The Halflin' Pub is the only Halfling-sized tavern in the entire city. Finally, the Dockyard Tavern is beloved by a-many sailor for proximity to the docks and its many wenches'¦
Supplies: The High Forest Vendors guild operates many shops throughout the city. Any other supplies can be procured from the thousands of merchants that reside and/or visit the city.
Temples: The newly constructed Cathedral of St. Orion's Blessed Sword, which is the largest cathedral west of Cast River, is home to the worshipers of Solens. The Old Town University Temple is dedicated to Loguma. On a small rocky island east of the city lies Church & Lighthouse of Calm Waters, is devoted to Seil.
(http://img.photobucket.com/albums/v614/RHO1/Amalga/col4.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/col5.png)
[/note]
REGIONAL FEATURESThe Republic of Colina can be divided into 4 separate regions '" Colina proper, the Richzza & Barca Islands, Chitta and Strada.
Colina Proper is a term used to designate the metropolis that is Colina, as well as neighboring islands and its slice of the continent. The city of Colina is the largest and wealthiest in the entire continent, only Paradise rivals it in terms of size (but not wealth). Colina maintains a large monopoly over all trade headed towards the vast river network of Galaland due to neigh un-navigable nature of Galalnd's side of the Filbert Bay (untold numbers of small rocky outcroppings that lie just beneath the water's surface). As such, Colina holds the only navigable route to Filberton. This fact has led to most ships making port at Colina, with many simply selling their cargo in the Colina rather than in Filberton. More wealth and trade flow into Colina each day than most ports see in decades. The city itself is composed of a menagerie of canals, where gondolas gently glide across the water, ferrying their passengers and cargo to and fro. The city is also renowned for its many wondrous bridges. It is said no merchant worth his salt unless he owns a bridge, as such hundreds of bridges span across the various canals and water ways, the largest even supporting small shops that hawk all manner of exotic goods. The largest is called the Vittoria Bridge and was founded to commemorate the current Doge's victory over Castiland at the battle of Markis. The Bridge is wide enough to accommodate 4 carts and two large walk ways on either side and was placed at the heart of the city, connecting the Old Town and Foreigner Districts (the latter side was built right next to the Castiland Embassy).
The Richezza and Barca Islands were conquered and integrated into the Republic during its early years of expansion. The dragon worshiping tribes of Orcs, Gnolls and Dragonborn native to the islands were initially hostile to Colinan merchants, that was until they saw just how much gold could be earned via cooperation. Today the native tribes administer their islands in (fairly) traditional ways (under Colinan rule) while at the same time exporting their strong and brash youths to serve as marines on Colinan ships (many of whom become quite wealthy).
The town of Chitta was a concession given to Colina by the Kings of Glasmor, prior to the Eladrin abandoning their land for the Feywild. The city now stands as one of the largest settlements in Tyronia and exports large quantities of Tyrosian animals and slaves (the latter going to Ixen). The city was founded at the very edge of the Chittan Peninsula, which ends in 100 foot tall sheer cliff. The Colinans, used this to their advantage and created one of the most advanced networks of magically controlled elevators the world has ever seen, conveying people and goods up and down the cliffs all day and all night. Just as bridges are a status symbol in Colina proper, elevators are in Chitta. The various Elevators come in all shapes and sizes, the largest being controlled by the Biancco family - its gilded statuary, marble platform and Ironwood columns attest to the sheer wealth of the family.
The island of Strada lies at the center of the south sea trade routes. Its geographic position has made it a natural hub for trade. The town is well known as a hub for the pirates, brigands, mercenaries, adventurers and other such peoples. It is said you cannot walk 30 feet in Strada and not find a Tavern or a whore.
THE PEOPLE OF COLINAThe people of Colina live life on the edge of tomorrow. New fashions, new styles, new products, everything new winds up starting in Colina. The Republic itself is a diverse metropolitan empire composed of many different races and ethnicities, principally Barcan & Galish Humans, Gnolls, Dwarves, Elves, Orcs, Half-Orcs, Dragonborn and Halflings. The Republic's people are united by the desire to live 'the good life' which is to say '" become wealthy and flaunt it.
ENEMIES AND ALLIES Colina has two chief enemies '" Galaland and Castiland, both of whom covet Colina's trade empire. Colina's oldest and most faithful ally is Tugaland, together they rebelled and together they maintain their freedom. Most other countries accept Colinan trade for there is little alternative. [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/col1.png) [/note]
A nice setting, it gives a more vibrant "feel" than Aeolond. Awesome map! (& LOL @ orcish castle names :D)
Can you give a bigger picture overview of the various races and where they live? It seems that Castiland is pretty much human-dominated while Colina is more mixed.
QuoteThe largest is called the Vittoria Bridge and was founded to commemorate the current Doge's victory over Colina at the battle of Markis.
Shouldn't that be victory FOR Colina?
As Ghostman says, this setting feels very vibrant and "alive." Possibly this is due to the involvement of your players in shaping it? Either way it's cool, feels like things could change at any minute.
I do have a bit of writingly nitpick... that first sentence of your opening vignette...
The Duke of Kenrick looked down at the stone grave marker, the Minotaur page had obviously picked up a whole rock and quickly chiseled in the name of his Brother, the Baron of Hobwatch, along with how he had died "slain by Hobgoblins in a valiant effort to push the horde back, inspiring his men to victory."
That first comma should really be a full stop (or period, depending on what part of the world you live in) and it might be a good idea to whack a colon or semi-colon in before the quote from the gravestone.
That aside, I like the look of it so far, and I'm looking forward to more clarification on the races and stuff too.
Is Amalga in any way a wordplay on Amalgam and if yes, why?
A bit fun to read the god names as I'm Danish and most of them seem to be danish words e.g. Styrke translates to Strength, Reiser is very close to rejse which means travel etc. ^^
Looks pretty good, will give it a more thorough read when I've got the time.
Quote from: GhostmanA nice setting, it gives a more vibrant "feel" than Aeolond. Awesome map! (& LOL @ orcish castle names :D)
I'm glad you like it Ghostman! (Yeah the Orc names are just fun to write, I really like Orcmakeyougosquish because every time I read it I can't help but say it really fast and really loud :D ).
Quote from: GhostmanCan you give a bigger picture overview of the various races and where they live? It seems that Castiland is pretty much human-dominated while Colina is more mixed.
The world is much more cosmopolitan than Aeolond, so there are many, many races. There's the standard fantasy fair (Humans, Elves, Halflings, Dwarves, Orcs, Goblins, etc.) as well as some more exotic ones (such as Minotaurs, Tieflings, Drow, Dragonborn, Gnolls, etc.). The world was designed with the intent of allowing my players a lot of freedom when it comes to races (which is the opposite of my standard policy when it comes to worlds). I'll make a more detailed write up on the races soon :)
Quote from: GhostmanQuoteThe largest is called the Vittoria Bridge and was founded to commemorate the current Doge's victory over Colina at the battle of Markis.
Shouldn't that be victory FOR Colina?
OOPS! I meant over Castiland! Darn countries that start with C! :P
Quote from: KindlingAs Ghostman says, this setting feels very vibrant and "alive." Possibly this is due to the involvement of your players in shaping it? Either way it's cool, feels like things could change at any minute.
I'm pleased you like it Kindling! The world can and does change often. Something that's never felt 'real' to me in a lot of the worlds I design is how static the borders and powerful NPCS seem to be. That's why in Amalga, borders change constantly due to war and powerful NPCs involve themselves in those wars and often die.
Quote from: KindlingI do have a bit of writingly nitpick... that first sentence of your opening vignette...
The Duke of Kenrick looked down at the stone grave marker, the Minotaur page had obviously picked up a whole rock and quickly chiseled in the name of his Brother, the Baron of Hobwatch, along with how he had died "slain by Hobgoblins in a valiant effort to push the horde back, inspiring his men to victory."
That first comma should really be a full stop (or period, depending on what part of the world you live in) and it might be a good idea to whack a colon or semi-colon in before the quote from the gravestone.
Thank you for the correction! :)
Quote from: Conundrum CrowIs Amalga in any way a wordplay on Amalgam and if yes, why?
o_O! Yes, Amalga is derived from Amalgam! Hehe, you guessed it perfectly! The reason for this is simple - Amalga was originally designed by linking many different unconnected one-shot adventures together into something that resembled a setting. I could never decide on a name for the setting (do I name it after the continent, the world, give it a cool descriptor name (like Forgotten Realms), etc.). I was chatting with one of my players and we were bouncing names off each other when I misspelled Amalgam by writing Amalga and my player fell in love with the name (he;s weird like that) since then the name just sort of stuck :)
Quote from: Conundrum Crowbit fun to read the god names as I'm Danish and most of them seem to be danish words e.g. Styrke translates to Strength, Reiser is very close to rejse which means travel etc. ^^
Looks pretty good, will give it a more thorough read when I've got the time.
Hahaha, leave it to the Dane to see through all my evil genius plots :D Galish (the lingua franca of Amalga) is based heavily on a mixture of the three Scandinavian languages. :)
[note=Map]
(http://img.photobucket.com/albums/v614/RHO1/Amalga/dv.png)
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(http://img.photobucket.com/albums/v614/RHO1/Amalga/dvar.png)
DVARGA
(http://img.photobucket.com/albums/v614/RHO1/Amalga/3.png)
Dvarga is often called the Dark Kingdom, for its citizens are cursed with Proffor - a magical disease that turns the victim's skin dark purple. For their resemblance to evil denizens of the Underdark, they are shunned and reviled.
COMMON KNOWLEDGE 100 years ago the Oracle of Vefrett told a young Dwarf, who had been stricken with Proffor that the only cure would be to set the entire Henwald ablaze. This Dwarf, named Olmal Bearslayer, gathered up the victims of Proffor from Stonesword and traveled to the far south of the Henwald. Once there, they utilized magical fire to clear away a city-sized section of the forest. On that point, the capital of a new nation was founded '" Dvarga.
The Elves of Henwald did not take kindly to the destruction of their forest (diseased though it was). A great hunt was called by the Elvish tribes, who then set upon the Dwarves with great vigor. A great battle was had but the Elves could not achieve victory.
The war between the two races continued for nearly 30 years before a compromise was reached where by the Elves would allow the Dwarves to settle in all of the land south of the Un River, if and only if they agreed to accept all people afflicted with Proffor and did not continue their quest to burn the Henwald to cinders.Since that time, the city of Dvarga has swelled with victims of Proffor who seek a new life away from the undeserved prejudice of other lands.
King Olmal II sees the destiny [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/dvarg2.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/dvarg1.png)[/note] of his country as a counter weight to Colina. He wishes to build a canal that connects the Dvarg and Filbur Rivers, thus giving merchants a choice when it comes to entering Galaland. Though the Trade could never rival Colina it would bring prosperity to the Kingdom. Colina, for their part, knows of the King's desire and secretly contracts Underdark mercenaries to sabotage the project.
REGIONAL FEATURESDvarga is a scarred and eerie land. The spell used to burn the forest ensured that its poisonous grasp could not return however, this benefit came at a cost '" nothing save for giant Redwood-sized mushrooms called Rogfane can tolerate the ashen soil. Rogfanes are edible if boiled in ale and have a taste some say is similar to dry turkey.
After 100 years, much of the land bequeathed to the Dvargans has been magically cleared (mostly to allow for more Rogfane forests). However, due to its low population, the Kingdom has not spread itself out much further than a few leagues away from the capital. Many of the fel abominations from Henwald have wandered into the Rogfane forests and now call such places home; Spiderbears, Gelatinous Cubes and Hairless Thunder Yetis have become quite troublesome.
The capital city was constructed with seven large rogfane-lined boulevards. The King's Castle lies at the center of the city, its massive obsidian walls belie the King's chipper, loving demeanor. The city's walls are painted white to contrast against the dark purple color of the rogfanes and the black of the King's Castle.
Ancient Elven ruins dot the entire country, especially along the coast. Many would-be adventurers head off in search of glory, only to never be heard from again. The ruins are quite complex and almost labyrinthine in design . Some Galish scholars believe the ruins may have originally been created by the Minotaurs only to have been occupied by the Elves at a later point, though the theory does not have many followers.
THE PEOPLE OF DVARGAThe people of Dvarga are enduring lot who willingly left their homelands and their families to forge a new destiny in a [note](http://img.photobucket.com/albums/v614/RHO1/Amalga/dvar4.png)[/note] Kingdom that truly understands what it means to be a victim of a heinous disease.
Beneath the surface however, all is not as peaceful as it may seem. There are many who believe the words of the Oracle and do not understand why King Olmal II willingly allows his people to suffer when there IS a known cure. To this end, the Order of the Flaming Eye was established. This clandestine organization seeks alliances with the dark denizens of the Underland with the aim of overthrowing the Dvargan King and finishing the war Olmal I began. The Order has permeated all levels of society, with some believing that fully 1/6 of the kingdom's population are members'¦
ENEMIES AND ALLIESDvarga has no true external enemies, its neighbors preferring to leave the blighted land alone rather than risk war with a diseased people. By the same token, Dvarga has no true allies. Thus the only enemy to Dvarga lies from within.
[ooc]Was Dvarga not to people's liking? Was it too weird? Should I explain Proffor more? [/ooc]
What's so special about the Henwald forest? Why aren't elves and underdark people count as the kingdom's enemies?
[note=Map]
(http://img.photobucket.com/albums/v614/RHO1/Amalga/hen.png)
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(http://img.photobucket.com/albums/v614/RHO1/Amalga/glas.png)
HENWALD
(http://img.photobucket.com/albums/v614/RHO1/Amalga/7.png)
Homeland to the Elves, Henwald is a poisoned land covered by a twisted and dark forest. Elvish clans routinely raid neighboring Kingdoms, constantly searching for metal and magic items that can improve their lot in life. Henwald is also home to thousands of warped creatures that spill over Henwish borders and wreak havoc on bordering lands. Hundreds of adventurers enter the Henwald each year, most searching to pillage ancient Elven ruins or capture rare magical creatures but few ever return'¦ COMMON KNOWLEDGE [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/hen3.png)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/hen5.png) [/note]
The Henwald was once a pristine forest lovingly tended to by the Elves, Centaur and other fey creatures. This tranquil land was decimated when the Elvish God Gwyl was murdered by the dark goddess Corryna, which begat the Dail Wars. The war saw the Drow battle the Elves for dominance of the forest.
At the end of the war, the Elves repelled the Drow invasion but not before the Drow deformed the once immaculate forests of Henwald. The Woodlands were twisted and distorted by the war becoming dark and frightening places. The Elves too were changed; were there was once a magnanimous race whose Kingdom was the envy of all, now stood a broken and decimated people. With most of their kin dead or dying, their civilization utterly destroyed, the Elves became a nomadic people living a harsh life within the dark depths of the forest.
The Henwish Elves live in small familial based clans, eking out a bleak subsistence diet via hunting and gathering. Often, these Elves seek supplies that cannot be readily created/replicated in the forest (metalworks, beasts of burden, magic items, etc.). Small raids are made into neighboring countries to gather these supplies. Ancient Elven teleportation circles allow the Henwish Elves the ability to strike deep within their neighbor's lands, gather the supplies and leave before any armed resistance can be mustered. The raids have soured a-many person's opinion about Elves.
REGIONAL FEATURESThe Henwald lies at the center of 12 different great Elven empires that arose across the span of elvish history. Ruins, of stone, of wood (both living and dead) and of magic are a common sight within the venomous forest. The last Elvish civilization was Awyria, which fell after the Dail War, was by far the most prolific builder of all the Elven empires. Awyrian ruins liter the Henwald, most lie unexplored and forgotten.
There are very few bastions of civilization left with in the Henwald, and those that remain are, with the notable exception of Lygad Tywyll, completely hostile to foreigners.
THE PEOPLE OF HENWALDFew ever see the Henwish Elves, for they enjoy their isolation, content to live in their lives in quiet reverence and remembrance of their gods' awesome power.
Henwald does not have a unitary government like many other lands. [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/hen1.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/hen2.png) [/note] Instead, the forest is divided into hunting grounds for various Elvish tribes and clans. The largest and most influential clans gather in the ruins of Lloches, which was the capital of Henwald prior to the Dial Wars. The Clans meet there once every tymor (roughly once every sixth new moon) for a gathering called a Casglu, to trade with one another and agree upon the boundaries for the coming tymor.
Many clans live in the Forest, however six clans are often hailed as the greatest due both to their size and influence. The I Fyny live in the snow covered hills of the north, often battling Dwarves, Gnolls and Giants for control of the most spacious caves and lowland river basins. The clan is renowned for their mastery of walking on snow and archery. The Rhyddid Clan lives within the ancient city that bears the same name. The city miraculously survived the Dial War virtually unscathed. The Rhyddids are known for their dogged support of traditional Elvish lifeways. The Cyfarch Clan lives within the ruins of Coed Cyfarch. The ruins are suspended 100 feet above the earth via powerful eldritch magic. No outsider has ever visited the ruin and lived to tell the tale.
It is said the castle called Lygad Tywyll is the only safe haven for foreigners in the whole of the Henwald. The Lygad Clan, who owns the fortification, is composed primarily of Half-Elves who believe the only way to restore the Elven lands to their former glory is with gold, specifically foreigner's gold. The castle holds within it a bustling town full of would be adventurers seeking fame and fortune. The Lygads offer every service imaginable '" from maps, to potions, to weapons, to guides '" all in the pursuit of gold. Though the other clans look down on the Lygads for being little more than hucksters, few can deny how wealthy the Lygads have become.
The Wyth and the Chwech Clans are, pound for pound, the most powerful of all the Elven Clans. Each occupies the entire river basin named in honor of their clan. Together the two vie for control over the ruins of Lloches (the former capital of Awyria) and thus the power to adjudicate all disputes during a given Casglu. The wars between the two clans are often bloody, gruesome affairs; scalping, beheading, rape, torture - are all common occurrences when the two Clans clash. No other clan possesses the organization, man-power or stomach to challenge the Wyths and Chwechs. During a Casglu, it is not uncommon for the two clans to use the ancient elven teleportation circles to raid Tarosian city states (who stole their Eladric kin's land) for slaves. These slaves are then ritually sacrificed as an offering of good luck for the coming tymor. The clan who brings back the most slaves gains the prestige. Minotaurs are the Elves' favored quarry, though any intelligent creature will do.
ENEMIES AND ALLIES [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/hen6.png) [/note]
The Elves are reviled in all neighboring lands as thieves who use ancient magic to evade capture. The Henwald's sickened forest, however, is deterrent enough for any would be conqueror. The Minotaur Kings of Tarosia also hold a seething hatred for the Elves of Henwald.
Nice break away from common cozy elf stereotypes. I take it that it's religion that keeps them languishing in the diseased forest instead of looking for greener pastures?
Quote from: GhostmanWhy aren't elves and underdark people count as the kingdom's enemies?
The Elves and the Kingdom of Dvarga are at peace, tenuous though it may be. As for the Underdark, well none of the countries with in the Underdark have declared war, attacks suffered by Dvargan Canal workers have been of a more mercenary bent. As for the Order of the Flaming Eye, they too traffic in mercenaries, not necessarily Underdark countries. As for as the Crown is concerned, the Order is a domestic problem.
Quote from: GhostmanNice break away from common cozy elf stereotypes. I take it that it's religion that keeps them languishing in the diseased forest instead of looking for greener pastures?
A mixture of religion, hope and tradition. This is not the Elven race's first civilization collapse (Henwald has seen 12 nations rise and fall, and the Eladrin to the south have seen just as many), so there is a fair bit of optimism that the current state of affairs is just a transitory state until a new elvish civilization rises (most likely centered at Lloches and led either by the Wyth or Chwech Clans). Having said that, things are pretty bleak at the moment :(
[ooc]I updated the Colina post with information on the city proper. I'm debating whether I should do this for every country's capital, or even at all. Let me know what you think :)
Thanks
EDIT: Also, have the country write ups been too long? I always fret about length given how short/brief the attention spans of the average internet user tends to be. [/ooc]
I love the guilds and orgs. The Vampire's head inn guild resonates with me.
The only one that rang somehow contrary to the feel of the setting was the High Forest Vendors. I just got a more realistic/humancentric feel from everything else.
Love the Henwald and the unusual nature of the forest, BTW.
Quote from: LordVreeg the UnsleepingI love the guilds and orgs. The Vampire's head inn guild resonates with me.
The really cool thing about the Vampire's Head Inn is that one of my players actually created it! The very first time I DMed, one of my players asked to be the Barkeep of the local Tavern. I had no problem with the idea since I hadn't bothered to generate any kind of backstory for the Bartender or his pub (they were not integral to the plot). Anyways, an old man barged into the bar (where all the PCs were reveling in merriment) yelling about how a messenger of the Moon Dancers had been kidnapped by bandits up near the old Mansion of Gamle. The PCs sprang into action and went off on an adventure.
Fast forward to the end of the night where the PCs were staring down a Drow who had a dagger to the messenger's throat; we roll initiative and the Drow wins - he slits the Messenger's throat and escapes out of the room via a secret passage. The PC's, infuriated, give chase, which leads them to the basement of the Mansion. Down a dark and dank candle lit hallway they see the Drow screaming as a Spider Swarm slowly devours him. His last word is "VAMPI..." As the Drow corpse slowly topples over there appears a man dressed in all black whith pale white skin and glowing red eyes. The Vampire quickly dominates the party's Barbarian (named Korgath) and tells him to kill the Swashbuckler named Enigo. Gotz, the stalwart Dwarven Bard Barkeep, fails his will save vs. being frightened and runs down the hallway right into the Treasure vault. While there, Gotz fills up on treasure, then returns to the combat just in time to see the newly liberated Barbarian and half-dead Swashbuckler slay the Vampire. Gotz, decides to take the Vampire's Head and show it to the town's mayor, just in case there could be a reward for the group's noble deed (and a bit of penance as they did not save the Moon Dancer's Messenger). The party then heads down to the treasure vault loads up on what they believe is a tiny horde of gold and head off back to Mudfarm for some much deserved ale.
Following the session, the player of Gotz asked if he could use the money from his "private gold stash" to head to the capital and set up shop there. I agreed and ever since Gotz has become an important figure in Galish politics.
As an aside, there's a joke between Gotz' player and myself that each and every Vampire's Head Inn has to have some evil creature's head enshired on the mantle (preferably a Vampire's head (but the number of Inns quickly outpaced the number of available Vampires)).
Quote from: LordVreeg the UnsleepingThe only one that rang somehow contrary to the feel of the setting was the High Forest Vendors. I just got a more realistic/humancentric feel from everything else.
You know, I have felt the same way for a while now. Originally I created the guild to be the one stop shop for Potions, since my players often find themselves with out any kind of spellcaster in their midst (they all like being more martial oriented characters like Rogues and Fighters). That soon expanded to include magic items but... To be honest, I never liked the change. Seeing as how someone else has come to the same conclusion I have, I will adjust the High Forest vendors back to what they were originally intended to be. :)
[ooc]EDIT: Just finished reverting the guild back to Potion sellers. [/ooc]
Quote from: LordVreeg the UnsleepingLove the Henwald and the unusual nature of the forest, BTW.
Thank you, I'm glad you like it! :)
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LEONAMARCA
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Leonamarca is the last bastion of human civilization in the Elavada. The Tiefling of Kamir are the sole enemy of the Kingdom. In recent years, the Leonamarcan Reconquista has been hugely successful, much to the chagrin of the fundamentalist Caliphs of Kamir. [note](http://img.photobucket.com/albums/v614/RHO1/Amalga/Leona4.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/Leona6.png)
MantenerThe Capital of Leonamarca, Mantener, is a veritable labyrinth of very narrow streets twisting and turning in very haphazard and illogical ways. The city's nobility all own large manners, each of which is draped in silken banners and pennants emblazoned with the family's heraldry. The royal castle of Leona Keep is located in the north west edge of the city and his heavily fortified with two sets of walls. Population: 21,000.
Government: His Royal Highness King Juan Julio X resides in the Leona Castle, His Lordship Monsignor El Conquistador is Commander of the Rugido, which are the Crown's personal army. Zanco Cuernobarra commands the Conscriptos Santa, who man the castle walls and act as the de facto city guards.
Defense: The Conscriptos Santa defend the city from attacks and keep the unruly, oft violent knights from fighting one another in the crowded streets. The Royal Navy patrols the coast.
Inns: The city of Mantener is not a 'destination location' and as such has very few Inns of any note. The Church of Solens operates many Hostels located in each house of worship.
Taverns: The Pennant Tavern is the largest in the city and services only nobility. The Tavern is the second largest building in the entire city (second only to the Castle).
Supplies: The city has a great many black smiths and supply shops but competition with other customers and the government is fierce, so many of the most common items cost more than they would elsewhere and shop's stocks of such supplies are generally small.
Temples: All churches in Leonamarca are dedicated to Solens; the Catedral of Martires Caidos (Fallen Martyrs) is the private church of the King and those of Cierto Hueso rank. Iglesia de Leona is the largest church in the city. The city has many hundreds of other churches spread out across the city so that all can venerate the protector of the Kingdom - Sun God Solens and his devote warrior Saint Leona.
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Leona3.png)[/note]
COMMON KNOWLEDGE 170 years ago, the Tieflings destroyed the Kingdom of Lusita, pushing the humans to the furthest reaches of the once prosperous Kingdom. There the 12 remaining knights gathered together and declared a crusade to retake their land. 'Victory or Death!' is a phrase all Leonamarcans know.
The country's Reconquista has forged a warrior culture unrivaled anywhere else in the Amalga. Everything goes towards the war effort '" every horse, every scrap of food, every child '" everything is devoted to the holy cause. The current monarch is King Juan Julio X, descendant of Saint Leona, who is said to have slain a thousand Tieflings in defense of Mantener in the early days of the Reconquista. The King's alliance with Castiland has given Leonamarca new found hope and much needed supplies with which to battle Kamir.
REGIONAL FEATURESThe people of the Lion (as they are often called) cling to their castles, towns and towers for the majority of the Kingdom's territory is a no-man's land where the Veneno (a magical poisonous sandstorm that races back and forth across the Elavada) reigns supreme. In addition to the Veneno, opportunistic bandits plague the countryside, not to mention wandering Kamiri war bands.
The country can be divided into four areas '" the Lion's Den, Invierno, Otono and the New Borderlands.
The Lion's Den is the only area not conquered by the Tieflings; it encompasses the capital city of Mantener south-east just past Manada Tower and Enigo. This region is the wealthiest of the four, though that wealth is seen through the lens of the war '" large foodstuffs heading towards the border, the shining armor of her Knights, the many knightly banners that litter the walls of every street, etc.
Invierno was once a great city, the rival of any other; then the Tieflings came. They decimated its population from afar with fire spells; few escaped the flames. The city lay in ruins with only the central castle being occupied by Kamiri warriors. 14 years ago, Invierno was re-conquered by Leonamarca. Since then, the city has gone through a great renaissance with thousands immigrating to the city. Much of Invierno is still in ruins, littered with the charred skeletons of its former inhabitants, which makes it a favorite stop for Bandit Necromancers. Regardless, Invierno is slowly rebuilding itself, fast becoming the gleaming beacon of hope for all peoples of the Lion. The city is also known for its large numbers of Castish immigrants who came to the city when King Marshal I of Castiland pledged his support for Leonamarca. Brimming with wealth from their peaceful and prosperous homeland, the Castish immigrants buy large manners and employ many Leonans as domestic servants. This has raised the ire of the common folk who do not revel in the Castish opulence. King Sancho Carlos, for his part, has ignored the pleas of the peasants '" Castish aid is desperately needed in all forms '" both militarily and economic.
Otono is the second newest area of the Kingdom, having just been conquered some 8 months ago. The City of Otono, like Invierno, was once a great and affluent place. Today the city is little more than a small collection of huts strewn around the walls of the largest castle in the Elevada. The people who live in Otono are warriors through and through, routinely going on raids deep into the Kamiri Highlands. Bishop Manada, the highest ranking religious official from the Church of Solens, personally led the assault to capture the castle; for this he was granted the title '" Duke of Otono. In any other Kingdom, this would simply be seen as recognition of a job well done however, in Leonamarca no noble, let alone a religious official of peasant background, has ever been given a deed to an entire castle. The King's gift has sparked a loud outcry from the most conservative, and powerful, noble families. Conversely, those nobles of lesser birth have flocked to his banner '" seeking to attach themselves to a rising star with the hope that through hard work and pious devotion to Solens, they may earn the King's favor and be lifted up just as the Bishop has.
The New Border Region (which was forged following the conquest of Otono) comprises the Elven town of Bosque (which had long resisted Kamir) as well as two major Towers '" Zanco and Monsignor, each re-named after a devote and powerful crusader. The region is dominated by a sense of hope and optimism '" 170 years of occupation have come to an end '" and the people are thankful to the King of Leonamarca for making it all possible. That optimism is often blunted by the cold realization that there are literally hundreds of half-tiefling orphans living, some would say wandering, around the desert. Many of these children were born from the Rape of Milkar, which was once a prosperous town on the Plata River. The Caliphs of Kamir refuse to take what they term 'half breeds' and the Leonamarcans refuse to accept the children for similar reasons. The Hospitallers have set up orphanages back in Palisdorf but most of the children refuse to leave their homeland'¦
THE PEOPLE OF LEONAMARCAThe people of the Lion tend to be shorter than most humans and have swarthy skin. Leonamarcans are deeply religious venerating Solens and, principally, Saint Leona '" the guardian angel of the kingdom. Most people in the Kingdom are warriors of some kind, be they peasant conscripts, mercenaries or men-at-arms. No one is exempt from military service, though the need for domestically grown crops [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/Leona5.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/Leona2.png) [/note]often keeps a large percentage of the population from actually going to war.
Within the walls of Mantener, lies a labyrinth of nobility '" from the earliest days of the Reconquista the Kingdom has sought to reward those who excel at the art of war and as such there are literally hundreds of noble families. 50 years ago, King Sancho Carlos VI devised a means of ranking each noble house based on its genealogic proximity to the first 12 noble families of the Kingdom as well as giving weight to the age of each family. With that census data, the King created four ranks of nobility: Cierto Hueso (True Bones) are those families directly descended from the 12 founding knights; Medio Hueso (Half Bones) represent various branches and offshoots of the True Bone families; Este Huesos (East Bones) are those families who were created after the Founding and do not have any relation to the 12 Founder families; finally Hueso Nuevo (New Bones) comprise all noble families created after the creation of the Decreto de los Huesos (Decree of Bones) 50 years ago.
A unique element of Leonamarcan society is that loyalty is pledged to the Crown (which is the embodiment of the people & the land) and not to the man who wears the crown. Due to this distinctive tradition, it is rather common for nobles to assassinate the current King as punishment for not fulfilling their oaths to the crown (protection or the people and preservation of the land) when a military venture goes awry. There have been nearly 200 Kings of Leonamarca, with most serving for less than a year. The current King '" Juan Julio X '" has reigned for 15 years, which is a nearly unheard of throughout the 170 year history of the Kingdom.
ENEMIES AND ALLIESThe Kingdom has a singularly powerful enemy '" Kamir. The two countries have been in a state of war since Leoonamarca's formation some 170 years ago.
Leonamarca has three major allies '" Castiland, Nargosa and Glauben, however only the first has ever sent troops to aid Leonamarca (which were instrumental in the conquest of Otono). Nargosa and Glauben each have their own view of the war and are as such only allies in the respect that they too oppose Kamir.[note](http://img.photobucket.com/albums/v614/RHO1/Amalga/Leona1.png)[/note]
The Eladrin of Glasmor oppose Leonamarca for the latter's wanton destruction of ancient Elven ruins (which the latter claim were being used as military bases by the Kamiri).
[ooc]
SPECIAL OFFER!!!
(http://upload.wikimedia.org/wikipedia/commons/3/35/CW_Jefferys_The_Order_of_Good_Cheer.jpg)
The Next 3 people who post may choose any setting specific topic of their hearts desire and i will write a fully fledged post on that topic!!!
Act now or you may loose out!
[/ooc]
Topic: What is a Tiefling in your setting, and if it is as in regular D&D, how come there's enough of them to form their own entire (seemingly quite large and powerful) nation?
Quote from: KindlingTopic: What is a Tiefling in your setting, and if it is as in regular D&D, how come there's enough of them to form their own entire (seemingly quite large and powerful) nation?
Excellent Choice! I am in the process of writing it right now, It will be up this weekend! :)
Already a lot of material up here...
So I'll ask, is there anything specific you want me to take a look at?
Topic-wise, I'm always interested to see a setting's take on magic even if yours is probably fairly close to the classic D&Dic magic. I'm sure you have some twists and turns up your sleeve :)
By the way, Leonamarca is a cool name. I like saying it.
Quote from: Conundrum CrowSo I'll ask, is there anything specific you want me to take a look at?
Anything that strikes your fancy! :)
Quote from: Conundrum CrowTopic-wise, I'm always interested to see a setting's take on magic even if yours is probably fairly close to the classic D&Dic magic. I'm sure you have some twists and turns up your sleeve :)
Though the Magic is fairly similar to D&D there are a few, as you say, twists. I shall endeavor to write up a post :)
Quote from: Conundrum CrowBy the way, Leonamarca is a cool name. I like saying it.
I couldn't agree more! ;)
So, you told me to find something to comment on so I did. Even though that kind of ruined the point of asking ^^
I went with Leonamarca since I conveniently mentioned it before.
The writing is nicely evocative. You give the image of a somewhat inhospitable land inhabited by a people who won't let go even if it will cost them their lives. The spanish nomenclature helps give the country an exotic tinge and helps me imagine the Leonans as a culture.
Many of the small details are nice as well. The story of the bishop turned duke, the mention of the Enveno sandstorm prowling their already torn land and so on.
You have managed to create a rather interesting country without resorting to any overtly fantastical elements, so I can only congratulate you on that.
speaking of Leonamarca, I'm not sure I would use the term Reconquista, it has too much real world stuff attached to it. Plus it's in Spanish. Maybe some other term that means the same thing, but is more tied to Amalga? hell, you could call it the Reconquest.
I like the Iberian undertones, although it almost borders on too much.
I don't think it's that bad (the undertones), considering that it's mixed up with a more crusades-like vibe to retake lost land and in general a more desolate environment that has more in common with Mexico than the Iberian Peninsula.
But are the Leonans part of a larger cultural group? Or are they a more isolated/unique grouping?
oh I'm totally for using history as inspiration, but I think it could be focused more on the idea of an event/thing instead of using it. Like using the concept of the Reconquista (religious war to retake a lost homeland) instead of cutting and pasting the Reconquista wholesale right into a setting.
Quote from: Conundrum CrowSo, you told me to find something to comment on so I did. Even though that kind of ruined the point of asking ^^
I went with Leonamarca since I conveniently mentioned it before.
The writing is nicely evocative. You give the image of a somewhat inhospitable land inhabited by a people who won't let go even if it will cost them their lives. The spanish nomenclature helps give the country an exotic tinge and helps me imagine the Leonans as a culture.
Many of the small details are nice as well. The story of the bishop turned duke, the mention of the Enveno sandstorm prowling their already torn land and so on.
You have managed to create a rather interesting country without resorting to any overtly fantastical elements, so I can only congratulate you on that.
Thank you for taking the time to read the post, I really appreciate it! :D
Quote from: Leetzspeaking of Leonamarca, I'm not sure I would use the term Reconquista, it has too much real world stuff attached to it. Plus it's in Spanish. Maybe some other term that means the same thing, but is more tied to Amalga? hell, you could call it the Reconquest.
I like the Iberian undertones, although it almost borders on too much.
Hmm, I can see why you would say that (because it does have connotations). At the same time the term Crusade also has very real world connotations that, in many ways, are much more negative than Reconquista. So, are either words truly appropriate?
Quote from: Conundrum CrowI don't think it's that bad (the undertones), considering that it's mixed up with a more crusades-like vibe to retake lost land and in general a more desolate environment that has more in common with Mexico than the Iberian Peninsula.
But are the Leonans part of a larger cultural group? Or are they a more isolated/unique grouping?
Quote from: Leetzoh I'm totally for using history as inspiration, but I think it could be focused more on the idea of an event/thing instead of using it. Like using the concept of the Reconquista (religious war to retake a lost homeland) instead of cutting and pasting the Reconquista wholesale right into a setting.
The 'vibe' I was going for with Leonamarca was a definite mix of Pre-Unification Reconquista Spain, 3rd Crusade-era Holy land mixed with influences from Hungary and Unified Silla added in with overt overtones of a brutal total war set on a desolate, oppressive landscape.
The culture of Reconquista Iberia and Leonamarca are not that similar. The Christians were split into several competing nations, principally Portugal, Castile and Aragon. The war was much more about the slow decline of Muslim held lands and the consolidation and expansion of Christian lands.
The war with Kamir is very much different. This is a war of one kingdom waging war against another. Leonamarca is recieving aid from Castiland (who are ethnic kin) but it is no where near the level of Castile and Aragon v. Granada. A better metaphor would be the Venetian fleet and the Kingdom of Jerusalem. Though Kamir has been unlucky in the past few years the history of the region has definitely proven Kamir is nothing if not resilient.
If I had named this country D'Orlean and called their holy war a Crusade, would this generate any discussion? Probably not. So in reality the crux of the issue hinges on the term Reconquista and the Leon portion of the Kingdom's name. The latter issue was never supposed to be an issue. Originally the country's name was Lusita and the term Leonamarca was a derogatory term used by foreigners (as a condemnation of a tiny city state who was nothing more than a march separating the vast Kingdom of Galaland from Kamir). It was my players who fell in love with the name (Leonamarca) and over time the Kingdom's name just gradually changed.
If it truly bugs people, I can change the term Reconquista to Retomando (recapturing) or Reclamar (reclaiming).
[ooc]What a terrible week full of tests, papers and oral reports!
Just wanted to let everyone know that I am now working on the Kamir article as it explains a lot about the Tieflings and will help showcase what Leonamarca is facing (which will hopefully clear up any problems and/or questions people may have)!
Just wanted to remind everyone know that there are still TWO available "Tell me what to write" tickets left! [/ooc]
I personally do not have a problem with the term Reconquista, for reasons previously discussed. However, the critics are right that Reconquista has some baggage attached to it. I think that to reclaim: reclamar sounds nice and may work. Or you could just twist the word: "Reclamarcion". It's not like you need to be true to any language, since it's a fantasy world. Although it is very popular to do in literature; I find it a bit annoying when fantasy worlds have a large amount of linguistic analogues to real-world countries. (Unless it's for humorous purposes).
The orc valley names are cute.
Quote from: Light DragonAlthough it is very popular to do in literature; I find it a bit annoying when fantasy worlds have a large amount of linguistic analogues to real-world countries.
There are only three ways to avoid this, though. First one is to resort to made-up jumble for names - which very easily just makes the result
worse. The second one is to construct your own fictional languages - which is a terrible amount of work and requires that you know what the hell you're doing. The third one is to name everything in actual words ("Oldtown", "Blue River", etc), regardless of the setting's demographics - which is workable (if a bit dull) for place names but a whole lot more problematic when it comes to personal names and ethnonyms and the like.
Another issue is that recognizable references to real-world subjects are a powerful way for the world builder to invoke the setting's atmosphere and to manipulate the audience's impressions. By intentionally refraining from their use, the world builder may have a harder time communicating his vision.
Well, let me put it this way: Would you rather see something with baggage or something without baggage that might distract your readers?
I love Jack of All Blades, which uses real-world names for amusing purposes, but it demonstrates how silly it seems when real world names are used. http://www.jackofallblades.com/
For example, Texas is invading Indiana, etc. http://www.jackofallblades.com/?page=29#comic It's just silly :) Which works for Jack of All Blades, but which is a bit ridiculous otherwise.
-
Another example:
Fantasy world--gnomes and dwarves underground living in the city of London. Underground river is the Thames. It works if the setting is a social commentary on London. Otherwise though, it just seems incongruous.
--
-George RR Martin managed to avoid using real world analogues (save generics) in city names: http://www.pvv.ntnu.no/~madsb/home/read/asoiaf/_photo/maps/_orig/south.gif (Perhaps he's a bit generic, but he still has verisimilitude).
-Likewise, Mieville and Bas-Lag http://en.wikipedia.org/wiki/File:Bas_Lag_by_JenJenRobot.jpg And he's pretty evocative.
-What I don't have an issue with is using words that seem to be from a particular real-world culture, but that are not cities, and/or are slightly twisted and altered, like my suggested modification for EE's city (above).
Maybe we agree and my statement "linguistic analogues" was misunderstood, since it was a vague statement. What I don't want to see are bunches of : London, Washington, Beijing, Delhi's in a fantasy world. Also it's a bit silly to see an author consistently using words from other real languages as cities (unless they are from fairly obscure languages). On the other hand, I suppose one Borscht city is okay every once in a while, as long as it isn't surrounded by Babushka and the prison-city of Gulag. But still... it really risks annoying a reader, and it particularly risks annoying me. Maybe this merits a "city-naming" thread?
(http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir.png)
KAMIR
(http://img.photobucket.com/albums/v614/RHO1/Amalga/a.png)
[note](http://img.photobucket.com/albums/v614/RHO1/Amalga/kam.png) [/note]
The Tieflings came to the Amalga roughly 170 years ago due to a sabotaged teleportation spell that scattered their entire civilization across the whole continent. The largest grouping of Tiefling settlements landed in what is now Kamir. Since that day, the Tieflings have founded a strong nation that has sought to convert its neighbors to their trinity.COMMON KNOWLEDGE The streets of a Kamiri city are designed to flow in gentle curves, swaying back and forth. The architecture of Kamir is designed in a similar wavy outline with complex geometric shapes lacing every square inch. Kamir is ruled by Kronapet Avakian VI, he is a militant and deeply devote person. The wars he has led against Leonamarca have been as fierce as they have been bloody.
Thirteen years ago, the Avakian V was pushed into a war with Nargosa by the hardliners within the Clergy (which acts as both church and state). The war went poorly for Kamir, when the Archmages of Lindje called forth a thunderous tsunami which saw the Kamiri invasion fleet completely destroyed. The Kronapet was aboard one of the ships, his body was never found. Six months later, taking advantage of Kamir's weakened state, Castiland joined Leonamarca began a renewed war effort that saw Kamir loose hold of the Islands separating Castiland from Leonamarca, as well as several outlying islands as well. Twelve years of civil war ensued as various Clerics were put on the throne, only to be assassinated a few weeks later. Avakian VI came to the throne just one year ago and has seen his empire shrink, first with the loss of Invierno, then Otono and finally the shifiting of the western border all the way to the Vorde River. Avakian, who was raised in the south but educated in the north, has managed to hold on to the throne even with such devastating defeats by playing the various political factions off against one another and having any true rivals discreetly assassinated.
REGIONAL FEATURESKamir, like most of the Elavada, is dominated by the Veneno (a magical poisonous sandstorm that races back and forth across the Elavada) which renders much of Kamir's land unlivable. The habitable areas are often scrubland at best, desert at worst. This has forced the Kamiri (who came from a land of snow) to quickly adapt to the [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir4.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir3.png)
(http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir1.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir2.png) [/note] unfamiliar land. Many of the solutions they devised have spread across the Elavada, including the introduction of the Derrteli, an oxen-sized Boar that tolerates the scrubland's grass.
The country can be divided into two major regions '" north and south. The north is dominated by religious intellectuals who preach a more peaceful coexistence with Kamir's neighbors, citing how wealthy Kamir could become if the government pursued trade (especially in Kamiri silks). The north, centered around the city of Patrav, is traditionally immensely more affluent than the south. The city of Patrav was captured from the Tugish over a hundred years ago, its architecture still contains many Tugish qualities, especially in the design of the old quarter were many Tugish buildings remain.
The southern region of the country's view on foreigners has been hardened by 170 years of near constant warfare with the Leonamarcans, 'Kharkum Kam Rranel' (lit. Forced Conversion or Die!) is a phrase all southern Kamiri learn from an early age for it is a phrase they live (and die) upon. Warfare is a way of life in the south. The last three Kronapets have been from the southern region and have favored a particularly violent form of Kharkum (lit. forced conversion) whereby the faithful warriors gain indulgences for every Leonan they slay. The south is also much more inhospitable than the north, very little is agriculture occurs, though large deposits of iron and gold can be found in the foothills. The south's towns are built with stone brick, rather than wood as the latter is a luxury. Raige is the country's major mining town, exporting the raw supplies of gold and metal the war effort requires. Paterra is the base of operations for the Havatarim, which is the second largest professional army on the continent. It is said no Kronapet can truly rule Kamir without the support of the Havatarim.
THE PEOPLE OF KAMIRThe people of Kamir are very devout followers of their Trinity '" Horinogh the creator, Pashtan the defender and Akana the destroyer. Every aspect of life is regulated by the Yerek, their holy book. The Kronapet of Kamir has sole authority over its interpretation. The current Kronapet interprets the Yerek to mean the Kamiri should wage war against the unbelievers, though previous Kronapets interpreted the book to mean peace.
The vast majority of the people of Kamir are Tieflings. Unbelieving Non-Tiefling are watched closely, though the need for trade (especially food) is recognized and encouraged. Very few non-Tieflings have converted to the Trinity. Those that do are called Vochsmbak (literally no hoof) and are welcomed with open arms. [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir6.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/kamir5.png) [/note] The Havatarim, the principle guardians and private army of the Kronapet is completely composed of Vochsmbak. The members of the Havatarim run the gamut for race, though Humans and Minotaurs make up the vast sum of members.
ENEMIES AND ALLIESKamir is a land surrounded by enemies. To the west lays Leonamarca, who's war of retribution and re-conquest has been ongoing since the Tiefling's arrival. To the north lies the off-and-on enemy of Tugaland. Across the Bay of Kamir lie Nargosa and Glauben, two enemies who have waged a war of re-conquest to capture the island of Slacht. Further afield lays Castiland (newfound ally of Leonamarca) and Colina who has become an ally of sorts as the two share a mutual enemy in Castiland. The only true ally Kamir has is with the High Elvish realm of Glasmor who hold a grudge against the Leonamarcans.
Quote from: Elemental_Elf The Tieflings came to the Amalga roughly 170 years ago due to a sabotaged teleportation spell that scattered their entire civilization across the whole continent. The largest grouping of Tiefling settlements landed in what is now Kamir. Since that day, the Tieflings have founded a strong nation that has sought to convert its neighbors to their trinity.
That must have been a spell of epic scale to have affected an entire race. But where is this land of snow that the tieflings originally came from?
Quote from: Elemental_Elf Kamir, like most of the Elavada, is dominated by the Veneno (a magical poisonous sandstorm that races back and forth across the Elavada) which renders much of Kamir's land unlivable. The habitable areas are often scrubland at best, desert at worst. This has forced the Kamiri (who came from a land of snow) to quickly adapt to the unfamiliar land. Many of the solutions they devised have spread across the Elavada, including the introduction of the Derrteli, an oxen-sized Boar that tolerates the scrubland's grass.
The Veneno is turning out to be one of the most interesting things in the setting IMO. Is it perhaps a living being? Intelligent? How long has it been around?
Quote from: Elemental_Elf The people of Kamir are very devout followers of their Trinity '" Horinogh the creator, Pashtan the defender and Akana the destroyer. Every aspect of life is regulated by the Yerek, their holy book. The Kronapet of Kamir has sole authority over its interpretation. The current Kronapet interprets the Yerek to mean the Kamiri should wage war against the unbelievers, though previous Calliphs interpreted the book to mean peace.
Are the kronapet and calliph just different words for the same title? How does one become a kronapet, other than through a coup?
Quote from: GhostmanThat must have been a spell of epic scale to have affected an entire race. But where is this land of snow that the tieflings originally came from?
It was a spell of truly epic proportions that took nearly 20 years to craft. The land of snow, or Dzyun as the Tieflings called it, is loactaed far to the north-east past the Realms of the Giants, of the Centaurs and of the Lizardfolk. Their original destination was not Amalga but rather the tropical islands called Arevadara.
Quote from: GhostmanThe Veneno is turning out to be one of the most interesting things in the setting IMO. Is it perhaps a living being? Intelligent? How long has it been around?
I'll do a small write up on it in the near future :)
Quote from: GhostmanAre the kronapet and calliph just different words for the same title? How does one become a kronapet, other than through a coup?
I apologize, Caliph was a standin word until I could come up with a more culturally appropriate word. I used Word's replace function but I forgot about plurals. :(
Interesting read on Kamir. Since the Veneno reduces most of the land to scrubland I'm guessing there is very little vegetation.
In modern silk production a lot of vegetation is required to feed the silkworms. How do the Kamir compensate for this?
They could set up enclosed gardens for mulberry trees, fed by irrigation canals.
Kamir looks good, even if they don't seem so "exotic" as I expected, considering they are from across the world. There seems to a small error in the last paragraph where you say Leonamarca is to the east?
Quote from: LlumInteresting read on Kamir. Since the Veneno reduces most of the land to scrubland I'm guessing there is very little vegetation.
In modern silk production a lot of vegetation is required to feed the silkworms. How do the Kamir compensate for this?
Production of Silk is still, compared to modern times, a small scale operation. Each castle in the realms is allowed a single orchard with which to cultivate silkworms; Kimir (the capital) possesses many such orchards. The Orchards are fed by a vast network of canals, aqueducts and irrigation ditches that begin in the mountains to the south and east and trickle down to the cities below. The profits generated from silk production far outstrip the high expense of cultivation. This is illustrated by just how expensive purple-dyed silk, the (intentionally) rarest of all colors, truly is - King Filbur of Galaland spent half a year's worth of tax revenue to acquire enough purple-dyed silk to create a wedding dress for his betrothed Baroness Randaline.
Quote from: Conundrum CrowKamir looks good, even if they don't seem so "exotic" as I expected, considering they are from across the world.
Well part of that has to do with the harsh realities of the land they find themselves on and part of it has to do with... Well this can't really be explained outside of a whole post about history but...
To put it concisely, the forebear of Kamiri culture - Dyzuni culture - was forged by the eighth Dwarven Emperor of Vortland - Erober the Great. Vortland was the largest empire ever known and it stretched from the borders of what is now the Henwald in the west to the lands of Dyzun far to the east. Erober was a tyrant who ruled with an iron grasp. Having slain the Guardian of Time and drunk from the magical Well of Amser, he was given eternal youth. His personal reign lasted for nearly 300 years before a council of Elvish Assassins, called the Llofrud, teleported into his throne room, slit his throat and trapped the despot's soul with in a magical gem to prevent any from resurrecting him. During his reign, Erober sired hundreds of children, the most cunning and brutal of which divided his empire up amongst themselves. This Age of Tyrants, as it came to be called, continued for another 400 years before Llofrud assassins personally hunted down and trapped the souls of each and every child of Erober. The last Tyrant to fall was the Prophet-King Ben Beharede who ruled the lands of Dyzun. His rule over the Tieflings was not one of fear but of love and adoration. Powerful Tiefling clerics prevented the Elvish Assassins from murdering their king with unique spells drawn from the two Gods their King had revealed to them. Though the Assassins were stymied for nearly 80 years, they eventually hit their mark but before they could trap Beharde's soul, the King's trusted advisor '" Kronapet '" unleashed a spell of epic scale that shielded the King's soul long enough for the Gods Horinogh and Akana to Sheppard his soul to the heavens and crown him as one of their own, thus becoming Pashtan the Defender.
The very foundation of Dyzuni, and later Kamiri, culture was built atop ancient Dwarvish culture, the same ancient Dwarvish culture that influenced and shaped the current Empires that exist in Amalga.
(http://img.photobucket.com/albums/v614/RHO1/Amalga/Glasmorcopy.png)
GLASMOR
(http://img.photobucket.com/albums/v614/RHO1/Amalga/5.png)
[note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/glas-2.png) [/note]
Glasmor is the last bastion of true High Elven presence left on the continent. The High Elves fought for many years to either end or push the Venano away from their ancestral homeland of Tybad (which laid in the far west of the Elevada). Their struggle was for not and so the High Elves chose to retreat back into the wild mirror of the world known as Gartef, praying someday a solution could be found to end the horror that now claims their former homeland. COMMON KNOWLEDGE Glasmor was once the center of a great High Elven civilization known as Tybad. The Venano decimated their homeland and forced the High Elves to retreat back to their island capital. From there, the Elves sought magical and mundane ways of countering the sandstorm. The great shimmering prismatic Force Walls of Gobaith, Derfiniad and Rhyfel stand as testaments to High Elven ingenuity and mastery over the arcane. Yet even these mighty fortifications could only stem the tide that was the Veneno. Ruin came when the Warlord '" King Vrolly the Minotaur '" invaded the lands of Tybad and tore the mighty Walls down brick by brick, stone by stone, with the aim of conquering the island of Glasmor and pillaging the city for its many wonders. With its land overrun by Minotaur and Orcish warbands, as well as the poisonous sandstorm, the High Elves lost all hope of re-forging their lost empire and isolated themselves from the goings on of the world around them.
Knowing their homeland on the continent was all but lost and their island under threat, the Glasmorian Triumvirate planted the interior of their island within the wild plane of Gartef. From the viewpoint of a boat in the Western Sea, the island appears to be quite small, some may even say insignificantly tiny. Yet when one goes ashore, the island appears more akin to a small continent, larger than even Galaland. Time too is distorted, one year on Amalga Is roughly 12 years within Gartef; even with unnatural longevity, whole generations of High Elves are born, raised, have children of their own, grow old and die in the span of what to the outside world appears to be a an instant.[note](http://img.photobucket.com/albums/v614/RHO1/Amalga/glas1.png)[/note]
Though only 190 years have elapsed outside the island, nearly 2,280 years have occurred within. Entire civilizations have arisen, fallen and began anew. The current government is a byproduct of the cyclical nature of Glasmorian life and the highly traditionalist nature of the High Elves. Prior to Tybad's destruction, the Kingdom was ruled by three Kings and when the island was seeded into the Gartef, things continued as they always had. Though many revolutions and counter revolutions have occurred over the last 2000 years, one fact has remained the same '" there are always 3 Kings.
The current government is an alliance, of sorts, between three very different political groupings. The ancient (and very old-fashioned) aristocracy banded together to form the Cygnor, or Senate, which has possessed power (off and on) since the days of yore prior to the seeding. The Cygnor operates under a single rule - majority wins. As such it is common for different political factions within the senate to assassinate their opponents with the aim of reducing the number of votes the opposition is able to muster. Whole sale slaughter occurs once every generation or two, it has not been unheard of for the Cygnor to have a single member (who is always in the majority). Such a bloodbath occurred 20 (Gartef) years ago, and the Cygnor's numbers were culled from nearly 300 to just 10. These[note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/glas3.png) (http://img.photobucket.com/albums/v614/RHO1/Amalga/glash3.png) [/note] ten are led Un Arth, a man who has a seething hatred for the outside world and regularly orders raids into Leonamarca for that nation's desecration of his family's ancient tombs. Arth is currently populating the Cygnor with like-minded nobles and excluding those that are not. Though many in the aristocracy decry Arth's plans, the single rule of Cygnor remains in effect and there is nothing the nobility can do to stop him.
The second King is represented by the Hudlath, or union of the Patriarch of Ystwyth and the Matriarch of Aelwyd '" who are the two divine guardians of Glasmor. The union is both political, religious and marital. King Aung, who was the last King of Tybad to pass, believed the nobility to be corrupt and the government equally so. A deeply religious man, Aung desired to bring his people to back to a simpler time and rid their new oasis of the affluence that had so tainted the once great civilization. With that in mind, he bequeathed his throne to the Patriarch and Matriarch (as they are referred to in Glasmorian society) with the hope that by forming a union of two souls and the forging of a new family would serve as an example for the people to adore and emulate. Though disagreements between the two halves of the throne are common, compromise and trust are what define the Hudlath.
The final King is known as the Adwyth, or Regent, who represents King Gollwyd. The King left Glasmor on a quest to destroy what he referred to as the 'corruption to the north' following a private meeting with a human who identified himself as 'The Mad King'. The Lost King, as Gollwyd came to be called, has not been seen or heard from for 500 (Gartef) years. Given the young age of the King prior to his departure, and the time differential between the two planes, Gollwyd would be nearing his 60th birthday, which given the average 200 year[note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/glash2.png) [/note] life span of a High Elf, means the Lost King is still a young man. Before leaving, Gollwyd declared his mother would act as reagent in his absence, a post she held until her death. The throne then passed to the family of Gollwyd's fiancé '" the Leider family. Over the course of 470 years the Leiders have accumulated vast wealth and much prestige, many speculate they will not willingly hand the throne back to the Lost King when he returns. The current Adwyth is Dusarff. He is a proud man who secretly covets the true throne for himself and has made many allies within and outside of the government to ensure his continued power. Hushed whispers speak of a secret alliance between Dusarff and Un Arth, one that will see the two share power without the need of a third throne'¦
REGIONAL FEATURESThe island of Glasmor is akin to a small continent and is rich with diversity. The south-eastern half of the island is dry, covered by rolling grassy hills and dotted with small family owned farms. This region is called the Hinterland for it is where the most devote go, seeking a life far from the excess of the Forest. The only settlement of any size is Prodas (home of the Hudlath). Which lies near the coast that borders the Deigran Channel (which separates Glasmor from the continent). At the center of this settlement lies the statue of a nameless Elven warrior, his feet firmly planted in the soil, pointing back across the channel with a single tear in his eye.
The north-west is simply called the Forest and as the name implies, is covered by an old and wondrous jungle complete with massive High Elven cities that intertwine with- and merge [note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/glash1.png) [/note]into- the natural surroundings. In many ways, the Forest is one massive city with one community merging into the next both through outward and upward growth. Vast networks of wood-and-vine bridges race back and forth, in all directions. It is said one can travel from Bren (home of the Adwyth) clear across the Forest to Daeth (home of Cygnor) without ever touching the ground below.
Dividing the two regions are the snow-capped Aruchel mountains, which rise up suddenly from the hills below. A race of ram-like centaurs, known to the High Elves as the Hwrrd, lay claim to the mountains and desire only isolation from the Elves. For their part, the High Elves respect the Hwrrd's wishes, though many Foresters detest the '˜savages' and it is only through the objection of the Hudlath that the Hwrrd have not been eliminated. Trolls, too, exist in the mountain caves and are given no qurter when encountered by any Elf or Hwrrd.
THE PEOPLE OF GLASMORThe Elves of the Forest are haughty and care only for the status of themselves and their families. Little heed is paid to religion, unless it can somehow improve their standing in society. They are a people consumed with the intricacies of their own culture and shun contact with outlanders, unless such contact can improve one's standing in society'¦
The Hinterlands are much the opposite; they readily welcome outlanders into their homes. A great majority of the Hinterlanders are the scions of unions between Henish immigrants and native High Elves. Though this is often viewed in a negative light by Foresters, the Hinterlanders see themselves as forming a new society, one based on good works and devotion to the divine.
ENEMIES AND ALLIESThe Kingdom opposes the Tyrants of Tarosia, who occupy the once great cities of Tybad. The senator known as Un Arth feverishly opposes the existence of a Leonamarcan state and has sent highly skilled assassins and saboteurs to infiltrate and bring ruin to that Kingdom.[note] (http://img.photobucket.com/albums/v614/RHO1/Amalga/glas2.png) [/note]
Interesting, especially with the transplanar geography.
I don't know if it's just my computer, but sometimes the text overlaps the notes making it hard to read.
Also, as you are fairly map-savvy, I believe this would be a fair request: could you add a national map to the nation posts? It doesn't have to be detailed, just a cut-out of the larger map with other nations grayed out or something. One often loses track of how things are placed according to the other nations.
Ditto on the small on the outside, big inside geography, plus the quicker passing of time. Is high elf intelligence/culture so adverse to progress that they haven't outpaced the outside world despite the huge advantage they're given?
Quote from: Conundrum CrowI don't know if it's just my computer, but sometimes the text overlaps the notes making it hard to read.
I apologize if the note-ing of the images makes it hard to read. The only reason I do it is to have text wrapping. On my two computers it lines up well but different screen resolutions may be different :(
Quote from: Conundrum CrowAlso, as you are fairly map-savvy, I believe this would be a fair request: could you add a national map to the nation posts? It doesn't have to be detailed, just a cut-out of the larger map with other nations grayed out or something. One often loses track of how things are placed according to the other nations.
I'll start working on that :)
Quote from: GhostmanDitto on the small on the outside, big inside geography, plus the quicker passing of time. Is high elf intelligence/culture so adverse to progress that they haven't outpaced the outside world despite the huge advantage they're given?
Only the Dwarves rival the High Elves in terms of development, history and knowledge. The Gartef's different pace of time is both a blessing and a curse. The fundamental truth of Elvish life is the cyclical rise-and-fall nature of their civilizations. Even though thousands of years have passed for the Elves, it has been filled with social upheaval every few generations. Countless numbers of new nations have arisen and fallen in that time; the current government is very much a by-product of the last fall and can be likened to an alliance of two very different countries that cohabit-ate the same island. Due to this social turmoil, and a general feeling that things are good as they are, the High Elves have not advanced far beyond where they would have otherwise, some may even claim that, with out contact with the outside world, they have regressed...
Quote from: Conundrum CrowAlso, as you are fairly map-savvy, I believe this would be a fair request: could you add a national map to the nation posts? It doesn't have to be detailed, just a cut-out of the larger map with other nations grayed out or something. One often loses track of how things are placed according to the other nations.
For a quick fix, how about something like this: (http://img.photobucket.com/albums/v614/RHO1/Amalga/smallgalaland.png)
Looks pretty good and informative.
Looks very nice E_E
Calendar of Amalga
(http://img.photobucket.com/albums/v614/RHO1/Amalga/calendar.png)
1,800 years ago Lord Patriarch Pius V of Solens came to the realization that the common calendar in use at the time (now called the old Dwarf Calendar) was not well suited to life on the surface because the months did not correspond to the seasons. Pius V spent the better part of his reign crafting a new calendar to correct this problem. On his deathbed he declared his new calendar cannon in the eyes of the Church and ordered the King of Galaland to accept it. This calendar was immediately hailed has the greatest inventions ever created. The calendar brought regularity to the peasants, who could plan their agricultural duties with ease and consistency.
The calendar begins on the Spring Equinox, which commemorates both the birth of the man who would be come the god Solens and that man's ascension to Godhood. Each month is composed of either 32 or 24 days, months where the sun is at its zeinith (Spring and Summer) are allotted 32 days while months where the sun is retreating (Fall and Winter) are given 24 days. Each month is divided into 3 or 4 8-day weeks (depending on the number of days). Every eighth year is a leap year where an extra week (of 8 days) is added to the month of Atta.
Early in the calendar's existence, years were not linked with numbers as they are now, rather an eight year cycle was created culminating in the leap year. Each year in the cycle was associated with a different animal. Though the practice of numbered years is now common within the learned sections of society, the peasantry still utilize the old cycle both for planning crop rotations and other agricultural purposes as well as a form of astrology.
The current date is the 23rd day of Syv, 4729.
(http://img.photobucket.com/albums/v614/RHO1/Amalga/bigcalendar.png)
Very nice thread. I hope this is still alive?
I really like this world coming alive in here. And the maps are awesome.
Concerning maps...do you think you could do a world-map? You already have some locations outside of the shown map...so it's time for a map of the whole world, don't you think (I want to see the origin of the tieflings!) ? :D
Thank you for taking an interest in my setting Eilathen! :)
The setting is definitely not dead, I've just been really busy with school and life to keep updating. I hadn't realized the last time I posted was January (time sure does fly!).
I did draw a continental map, which can be seen here (http://elemental-elf.deviantart.com/art/Blank-Map-of-Amalga-193347608). The map is blank but it gives you an idea of what the content looks like.
Hi Elemental_Elf,
Thanks for the warm welcome. I'm glad to hear it's not dead, would have been a shame.
Now that i see the continental map (thanks for the link) i remember seeing that map on the CG ^^ I go there by the same name. Nice map, btw. Do you think you'll do a world-map sometime of the whole world? If you haven't noticed, I'm a map-addict :D Btw, very interesting to see how the map changed over time (i looked at some older versions of it on your DA portfolio).
And i feel you about the "time flying by" ... i have the same "problem" latley...all my hobby-endeavours are on the backburner for quite some time now.
Given that, I still hope to see you being able to get back to this project soon!