Ok, I've been whittling away at a new setting that in some ways is the spiritual successor to Arga, even though that's not done, because I'm a malcontent and restless. anyhoooooo, here is what I've written about magic (called magika) so far in the world of Penda Lume.
[ic]Magika
Magika permeates the world of Penda Lume, but that is not to say that it is easily harnessed by the whims of mortals. Magika is a complex and ancient thing. There is not one kind of all-pervasive force that exists only to be control. Just as the material world is composed of so many things '" fire, trees, clouds, seas, even mortals '" so too is magika. Some ancient tomes speak of times when there were fifty-seven known types of magika that where controlled by mortals, others say only eleven, while some conclude there was one nine-hundred and ninety-nine different elements of magika. Whatever the history says matters not, as today ? separate and unique elements of magika are known.
Phaen
The magika of Phaen is a wild and dangerous thing. Born of natural entropy and decay, the magika of Phaen is surprisingly easy to learn, but difficult to survive and near-impossible to master. Wielders of the wild Phaen use it to manipulate to inherent state of entropy in all things, often speeding up the process with deadly results. Rusting metal, turning stone to dust, the rapid decomposition of natural materials; all are the hallmarks of Phaen.
Due its fickle and wild nature, Phaen is easily harnessed, yet difficult to keep a hold of. Simple ritual turns ones body into a literal conduit for entropic energies, at the same time making them easier to control and allowing them to run dangerously free. Those of weak will and frail body are consumed by the Phaen they seek to control '" bursting into black flames, shattering into a million tiny pieces, or blowing away with the wind are known to occur frequently. Even those of worthy to wield the Phaen suffer terrible injuries and mutations '" charred and split skin, abnormal or extra limbs, or rapid aging are just a few of the possible consequences. Because of its dangerous and random temperament, the use of Phaen is often outlawed, yet because of its accessibility and tempting power, it is fairly wide-spread, albeit somewhat hidden.
Augmera
Augmera is one of the older elements of magika still practiced today. Augmera excels at altering and enhancing the inherent properties of materials. Not a flashy or grand type of magika, Augmera is one of the most common forms of magika practiced. Safe, useful, and easy to learn, Augmera is used to create anything from common baubles and trinkets to sparkwork machines. Augmera can be used in two different ways. The first is to augment an existent trait of something - an enhanced knife may be lighter; a pair of boots may be more durable; a cloak may be resistant to extremes of heat or cold; lamp oil may burn slower. The second is to change or add an attribute to something: food can be changed to quench thirst in addition to stop hunger: a lamp that floats; a rope that moves on its own accord.
Augmera is used through a manner of rites, rituals, and alchemy, some secret and some common. While not widespread, tomes and codices of Augmera enchantments and alterations can be found in older libraries, well-connected bookstores, and colleges of magika. Some learn of Augmera in an apprentice-master setting, as it is useful in the creation of quality goods and items. Others learn on their own through hand-me-down books and manuals.
Vax
The magika of Vax is in some ways the opposite of Phaen. Instead of speeding the eventual decay of all things, Vax slows it down through curative and remedial magika. It is strongly linked to the power that life and growth hold, and as such, the use of herbs, plants, animal parts, and minerals are the cornerstone to Vax. While the use of herbal remedies and elixirs for things such as the flu, a sore back, or a headache is extremely common throughout Penda Lume, the art of Vax takes thing one step further. Potions, tonics, and pastes are fortified and enhanced to mend broken bones, seal deep wounds, detoxify vile poisons, or even bring back one from the dead.
Apothecary guilds and religious organizations are the most frequent practioners of Vax, and as such hold much of the known knowledge about it. Still, it is not uncommon for a family to have a secret hangover cure that Vax finds it way into, or for a midwife to have several unique recipes of her own.
Aethra
The magika of Aethra is perhaps the strangest of all the known types. Aethra is not magika insomuch as it is anti-magika. Just as life has death and the material has the immaterial, so too does magika have Aethra. Those who have learned how to harness aethra do not use it the way the other elements are. Aethra does not create, nor does it destroy the material, it does not alter the condition of the mind nor the body, it does not enhance motion, clairvoyance, or divination. Aethra, instead, interferes directly with all other types of magika. Sparkwork items and artifacts sputter and fail in the presence of sufficient Aethra, enchanted weapons and armor lose their potency, and other spells created by other elements of magika often do not work.
Due its nature, Aethra is both extremely difficult to control, exceedingly rare, and greatly feared and maligned for its negating effect on other elements of magika. The path to Aethra is currently unknown. There exists not one official college, coven, or conclave that openly studies and practices Aethra. That being said, however, rumors persist of a dark cult that seeks to use Aethra to reduce themselves to a state of pure nothingness.[/ic]
Interesting read, two things stuck out to me.
1. Stone to sand from Phaen. Stone erodes due to erosion (form the elements) and has nothing to do with entropy, just seemed to stick out to me.
2. The Dark Cult that uses Aethra to reduce themselves to nothingness. Doesn't seem to fit with what Aethra does, unless people are powered by Magicka? Or they have some inherent twinning with Macicka? Definetly seems like something Phaen-like.
I very much like Phaen and Vax. Does Vax produce any side-effects, like Phaen does? Maybe those who wield Phaen tend to suffer from the decay-oriented mutations, whereas those who wield Vax might instead suffer from mutations involving excessive growth (like the extra limbs?) or perhaps other strange transmutations (perhaps partly into beasts or plants?)?
well, for Phaen, for both fluff and crunch, I wanted a very powerful, very easy, and very dangerous type of magic. Something that is tempting, but in the end deadly.
and as for Vax, it is basically a mix of alchemy, herbology, and magic. The powers of Vax cannot be harnessed directly by a person, but can be activated through plants/herbs/etc. in the form of potions, salves, whatever.
I was also thinking that each different element of magika (There will eventually be more than what I've listed, and any suggestions would be VERY welcomed) having a unique and specific "trigger" or way to draw out and activate the magika. for instance, in order to use Vax, you need to make elixirs, potions, pastes - something like that.
I was thinking that one type of magika could be based on runes and sigils, another based on music and song, and one more on corporal sacrifice - like blood letting or self-burning, this would probably fit Phaen well.
Quote from: LeetzSparkwork items and artifacts sputter and fail in the presence of sufficient Aethra, enchanted weapons and armor lose their potency, and other spells created by other elements of magika often do not work.
You say often doesn't work, under what circumstances does magika still function?
alright, I seem to have the habit of posting something, and then totally rethinking it, which is good, as long as I feel like rewriting things, like now. so without further ado...
here are some changes/additions I've made magika (I am also trying to look for another cool name for 'magic'),
1. Leylines. Every different type of magic has it's own unique set of leylines, even the wild Phaen. There leylines rest on Penda Lume like latitude and longitude lines, but don't look anything like them. Some leylines are straight and orderly, others are seemingly random and unruly. No one knows why or how the leylines exist, but they do know that the each element of magic works better, if not exclusively, when practiced on it's corresponding leyline.
2. Magika is VERY VERY rare, which I don't feel my initial explanation, uh, explained.
now for answers.
@xx. the effect that Aethra has basically depends on the strength of the Aethra (who is using it, whether they are on a leyline, etc.) vs. the other element of magika's strenght.
Quote from: Leetz1. Leylines. Every different type of magic has it's own unique set of leylines, even the wild Phaen. There leylines rest on Penda Lume like latitude and longitude lines, but don't look anything like them. Some leylines are straight and orderly, others are seemingly random and unruly. No one knows why or how the leylines exist, but they do know that the each element of magic works better, if not exclusively, when practiced on it's corresponding leyline.
Interesting.
So what happens when two different leylines cross one another?
didn't really think about that, but interesting things could definitely happen.
maybe they allow unique and powerful rituals to be performed? they could negate each other, throw each other off, or even stack with each other. that would probably all depend on what kind of lines are crossing each other.
on the world map, which I should be uploading shortly, a lot of neat ruins, dead cities, and wonders sit on leylines, as do many cities in the world. Some places where intentionally built on the leylines, while other just happened to be near them. so even say that long-dead sorcerers could move the leylines to better harness their power, but that's just hear-say.
"on the world map, which I should be uploading shortly, a lot of neat ruins, dead cities, and wonders sit on leylines, as do many cities in the world. Some places where intentionally built on the leylines, while other just happened to be near them."
This would seem to indicate that ley lines junctions would be more useful than dangerous. Or at least understood/predictable.
So the decay/dismemberment/harm of phaen comes from the trigger not the energy channeled right?
As far as more magika, I love symmetry:
Vax (life) - Phaen (death)
Augmera - "A"
Aethra - "B"
"A" - Augmera adds magic to a device that does something. It already has a use or function but is enhanced. Maybe "A" adds purpose to something that does nothing. Magic Gem, a wand, or add magic to a river, a circle of stones, a tree, hmm maybe to magic up a location or area? Circle of Protection? Augmera adds magic to an object. "A" adds magic to a place? Sanctum for a name?
"B" - raw magic. Unchannelable raw energy, once formed into a spell its becomes one of the other forms of magika. Can be used to up the power of other magic spells and items. Could work well with the lay lines, these could be the most common of the lines. When junctions with a line of another magika its doesn't do anything new, its just creates a super junction of the other magika? Its like light, or white, when broken down you get purple, blue, red, yellow, ect. but on its own its the clear (metaphorically speaking) in this case Aethra would be black.
I am thinking more on this... the ideas are just unorganized at this point.
Ah, "malcontent and restless". Know how you feel ^^
When I first saw your reference to different types of magic i thought you might mean something akin to the magical counterpart of the natural elements (periodic table and all).
But exactly what is magic in this setting? You talk about it being pervasive; is it a sort of ethereal matter common to their individual leylines? Or is it just some kind of omnipresent force that is easier to access near a corresponding leyline.
I could imagine leyline intersections would be areas of great interest since they in many cases would be the only place where rare types of magic could be used together.
Have the people of Penda Lume mapped the leylines?
How broad is a leyline?
Is every location subject to one or more of the lines or are they few and far between?
Just wanna say this is looking pretty cool Leetz. Can't wait for that map, as the Arga map was wicked intriguing.
first off, thanks for the comments and criticism. as I'm sure you all know, it's alot easier to focus and work on a setting when there is a stream of feedback. alright, now for the responses.
@Lath. I'm stoked you like the idea of magicka, and it still has a way to go before it's refined. Actually, when I imagined Phaen, it was very much like you "B" magic, just wild raw power. If you've seen the third X-men movie, when the Phoenix/Jean Grey just blew people into dust with her mind was how I envisioned Phaen to work, only a bit dirtier, as it would consume the person too.
And even though symmetry usually works very very well, I feel like it's too DnD.
I do really like your idea in A where type of magika is used to create protection, wards, and enchantments to places. I was thinking of a type of magika that was based on runes and sigils that would probably work very well with this type of magika.
@CC. It should be called GMADHD.
"But exactly what is magic in this setting? You talk about it being pervasive; is it a sort of ethereal matter common to their individual leylines? Or is it just some kind of omnipresent force that is easier to access near a corresponding leyline."
Think of magika like water. There is water everywhere, in the air, plants, earth, etc. but you just can't scoop it up and drink it. The leylines are like rivers, where magika flows strong and plentiful where you can dip in and drink. And just like water, there are ways to get magika away from the leylines, but they are difficult and specific.
"Have the people of Penda Lume mapped the leylines?" - Some of them.
"How broad is a leyline?" - Depends on the type of magika. TBD.
"Is every location subject to one or more of the lines or are they few and far between?" No, they are rare, but the most important locations are more often than not located on a leyline.
phew. that was alot. keep up the comments though please! hopefully I'll think of something to post later this evening.
okie dokie, because of map making purposes, I've whittled down magika to six different 'elements'
Phaen - the wild raw power, it's map color will be orange.
Augmera - the enhancer " " red
Vax - healing/apothercary " " green
Aethra - the nothing " " black
Mieda - magika of dreams and emotions " " purple
Paelabra - the magika of runes and sigils " " blue
so would Mieda have mind control and thought reading?
What about divination's? Aethra maybe?
so where do the spells of throwing magical energy at someone to burn/hurt them fall? just Phaen?
what about another magika about energy. this includes gravity, movement, not just "FIRE!" maybe more about potential than "energy"
Undead? do they fit in here and/or where?
oh... are leylines always straight? (personal interest, I have asked the question to myself a few times)
@ Lath
"so would Mieda have mind control and thought reading?"
Kinda. I was thinking divination/soothsaying would fall under Mieda, as one could enter a "dream realm" where time ran differently in order to see possible future outcomes. Mind control would fall under Mieda, but it would be very indiscreet and subtle, like Grima Worm-Tongue in LotR.
"so where do the spells of throwing magical energy at someone to burn/hurt them fall? just Phaen?"
yes, anything that directly harms someone is Phaen. except there is no type of magika that deals with Elements (in the Fire/Earth, etc. sense) Magika is immaterial, while things like Fire and Water are material.
"what about another magika about energy. this includes gravity, movement, not just "FIRE!" maybe more about potential than "energy"
I think Augmera could cover things like that.
"Undead? do they fit in here and/or where?"
yes they fit in, except they are anything but the classic DnD undead.
"oh... are leylines always straight? (personal interest, I have asked the question to myself a few times)"
I tried both on my world map, and curved lines looked a lot cooler. so no, only because of aesthetics.
Not certain how set you are on leylines being fixed, but it would be interesting if the Phaen's unpredictability was -- at least in part -- linked to roaming leylines. If you assume that proximity to a leyline augments your strength (I feel like this was implied), you'd be unprepared if the Phaen leyline wandered nearby while casting. The path of Phaen's leyline through the magical world could act like lightning, always following the path of least resistance through the air. Mastery of Phaen energy would then become more about predicting or controlling leyline movements.
here's my icon for Penda Lume. Enjoyz.
(//../../e107_files/public/1257526329_959_FT74436_penda_lume_icon.jpg)
Might just be me, but I'm not too fond of the names. They have a bit too obvious links to real world languages (some of them anyway). Augmera being the worst, Paelabra seemingly inspired by the spanish palabra. They feel generic.
And I second Eladris' moving phaen-line idea.
As to your water analogy I can already envision weird constructions or bowl-like receptacles meant to lead or carry magika.
yeah, I'm not horribly attached to the names (besides Phaen and Aethra, I like those) and Mieda and Paelabra were quick Spanish words that I just threw in there to put names to the magika. I also don't like Augmera either, so any name suggestions would be awesome.
(//../../e107_files/public/1257530843_959_FT74436_penda_lume_nameless_.jpg) (//../../e107_files/public/1257530843_959_FT74436_penda_lume_nameless.jpg)
(click on it for full size)
ok, here's the world map (it's the base for the Arga map flipped upside down, because I'm lazy and I like it). The leylines are on the map and are as follow
Green - Vax
Red - Augmera
Black - Aethra
Purple - Mieda
Orange - Paelabra
and there are no leylines for Phaen, because it's c-razy! also, if you noticed, the Leylines take the path of least resistance (someone mentioned that earlier and I liked it) so they avoid mountains and whatnot. Plus as a bonus, it's easier to see the lines when they don't overlap with the mountain's ink-work.
So what happens in those points where an Aethra line crosses another leyline?
hmmm. I hadn't thought of that. maybe a negative opposite?
Nice map. Very broken up and sea-open.
Your maps are always fascinating, but what is the justification for so many islands? I can only think of Indonesia and Micronesia as real-world examples of the phenomenon. Are these volcanic islands? Or did tectonic plates divide?
I think I can see where the continental drift occurred, but the broken-up area in the far right just baffles me.
I am assuming that the semicircle is due to an asteroid-impact, correct? Like the one near the Yucatan?
The title in the lower right is a nice touch. Did you create that from scratch or did you use a particular font setting?
first, thanks both for the compliment.
@ LD. Well, the first thing to keep in mind is that Penda Lume is not "pastoral" fantasy, anything reminiscent of rolling English countryside and lush forests are out. There is a climate shift - colder south to warmer north - but most of the world is rugged, ruined, stony land. Towering cliffs and rocky outcroppings define most the shoreline, while jagged isles of sharp stone jut from stormy seas. Inland, mountains are dangerous and steep, while dry hills and grasslands take up most of the space between.
another thing is that some of the land has been shaped directly by human hands from for more capable empires of the past. The sea of islands to the east is a result of some horrific arcane explosion that destroyed one of the many past empires, with many of the little island still holding ruins above while many more ruins have fallen in the waters. The circular sea is the result of a crashed moon (a small tiny moon).
and my fall back plan/excuse to strangeness is "Magika did it" ;)
and the title is all handmade, pen paper and scanner.
Okay, so a similar justification for Arga's shattered sea. That works.
Thank you also for the explanation of how you made the title.
I'm all pro-laziness but just flipping the map seems a little too... something.
Anyway, could work : P
I have trouble deciphering which line is which. Can you make the colors clearer without ruining the map style?
Is it Aethra that passes between the straight in the center? Using the path of least resistance for leylines is brilliant. Good idea Eladris.
meh.
.
alrighty, I have 2 maps, which will be posted as soon as the finishing touches are done, of a world map, and smaller, more localized map around a city/island which is not the heart or whatever of Penda Lume, but I think it will make a good starting point.
I decided to go with fewer, but more detailed and unique cities, where each one is pretty cool and hopefully none should fall between the cracks.
uh ok that's all for now, maybe some city synopsis later.
Here's a list of things that hopefully start shaping the Penda Lume in your mind's eye.
What there is...
-A Bronze Age level of technology (more or less). That means advanced navigation, seamanship, and ship building techniques (despite the rarity of timber in Penda Lume.) The systematic and widespread use of bronze for tools and stuff. Iron, and in rare cases, steel, do exist, but is special and not commonplace.
That also means that heavy plate armor is out, as are "big" weapons (greatswords, greataxes, all that big WoW stuff.) What there is are lots of daggers, knives, shortswords, falcatas, dirks, hand axes, shorter spears, javelins, clubs - basically anything you don't need lots of iron for and would work good on a boat. Armor in general is not the default - think "Greek Pirate" - maybe a light breastplate of boiled leather, some greaves, a nice shield - if any armor at all.
Now, there are explosive weapons. A oil/blackpowder material called pyronite has allowed for the development of massive bronze bombards, pottery grenades, and other explosives. However, because of the lack of iron and steel, personal firearms are rare on the verge of nonexistence.
Clockwork devices, both new and old are very very rare, but existent.
Low Magic - rituals, potions, alchemy - the good stuff.
What there isn't...
-Anything High Magic is right out. Orcs, elves, dwarves, unicorns - nada.
While there are strange and mysterious creatures, this will be a humanocentric setting, so other races are out. (This could change if I can think of some cool races)
As mentioned, lots of high-quality steel and iron stuff. A well-made sword is a rare thing. Full iron plate armor is unheard of - because 1.) the world is warm and maritime oriented, and 2.) there is not enough iron to go around for things like that.
Planes of Existence.
Lots of magic items.
And now, a quick description of Penda Lume
-A world of splintered shorelines, jagged mountains, verdant jungles, desolate wastes, swaying plains, stormy seas, and rugged isles, Penda Lume has been broken, remade, and broken again longer than any mortal knows. The ruins of ages past, both impressive and primitive dot the landscape and slumber beneath the seas. Crumbling statues peak from overgrown vegetation and the peaks of long-lost temples crest the seas. New cities rest on the bones of their older fore-bearers, beacons of civilization in a brutal and savage world. Knowledge is remembered, lost, found, and discovered. Brave explorers plunge the darkest depths, sailors traverse the deadly seas, and wanderers stumble upon unmapped lands. In world that has died before and is destined to die again, nothing is quite what it seems.
Quote from: LeetzWhat there isn't...
-Anything High Magic is right out. Orcs, elves, dwarves, unicorns - nada.
Don't you mean
High Fantasy? Orcs aren't usually very magical :)
Interesting tone. Somewhat primitive, or classical perhaps, but with advanced elements that still seem to be in line with the rest of it.
And then there's the vibrant imagery of broken statues and lush/extreme nature.
Quote from: Cataclysmic CrowInteresting tone. Somewhat primitive, or classical perhaps, but with advanced elements that still seem to be in line with the rest of it.
And then there's the vibrant imagery of broken statues and lush/extreme nature.
Think Greek-punk. While I was doodling the map, I was also watching Peter Jackson's King Kong, and thought that Skull Island looked really cool and that to have dozens if not hundreds of theses uncivilized (not unpopulated), overgrown, savage islands covered with vine-cloaked ruins would be awesome.
What are your thoughts on further tweaking (heavily) Greek myth for this setting? (nothing direct, but influential.)
Looks great so far. So it`s a bit like an evolution of Arga, then?
A spiritual successor, some may say. I'm just trying to pull away from Arga's influences a bit and make this setting even more unique and focused.
race idea: automaton people whose creator-god died. now there are only x left.
Wow we think alike!
From Xell:[ic=The Defunct]Then there are the Defunct: a machine people, manufactured many millennia ago, some say by the city's original architects. Now, after the death or departure of that legendary sire-race, they are servants without masters. Their wires fray; their minds erode; without a purpose they live a nihilistic, meandering existence. Many have become disconnected with reality, wandering the streets like rusting vagabonds. A few are violent; some of Xell's more gruesome murders have been the work of Defunct succumbed to the psychosis of the existential abyss.[/ic]
here's a terrain only map.
if anyone has suggestions on where cities could/should be located, terrain, geography, etc. let me know, as I have a problem deciding where cities and stuff should go.
(//../../e107_files/public/1258147527_959_FT74436_map_base_33_.jpg) (//../../e107_files/public/1258147527_959_FT74436_map_base_33.jpg)
Nice. Much more Penda Lume-ish than the inverted Arga map.
It's late, so I'm not in the mood to paste labels onto your map so I'll try to describe city locations:
*The northern piece of land to the right of the northern mountain range. The city should probably either be located in the center or near the end southern end of the peninsula.
*The top-most left corner or there abouts. Rugged arctic city?
*One of the southern islands, or maybe the pointy southern peninsula.
*on the island to the right of the broken island chain.
*The left-most bay/inlet. That is, the bay under the triangular lake. Perhaps just below the large mountain chain? There is a small hole there.
Quote from: Cataclysmic Crow*The northern piece of land to the right of the northern mountain range. The city should probably either be located in the center or near the end southern end of the peninsula.
Yeah, I was thinking one (or maybe a small kingdom of free cities). I kinda planned on having that large area be a plain littered with ruins and dungeons from an old kingdom. The group of cities to the south could have part of their economy or purpose in being an access point to this "Dungeon Field." To further give purpose to these cities, the northern coast is plagued with harpies, and it's cliff-shores a nigh impossible to scale, let along dock a ship on.
Quote from: Cataclysmic Crow*The left-most bay/inlet. That is, the bay under the triangular lake. Perhaps just below the large mountain chain? There is a small hole there.
That could work for sure, now for a purpose for the city.
There's a very roughly circular gulf in the center of the map, connected to the sea via a narrow, island filled strait. The biggest one of these islands would make a wonderful site for a maritime port-city, able to control naval access through the straits (and hence, traffic between the gulf and the outer seas.)
Hmm, yeah, I was considering that too, but the circular bay seems to be cut off on all sides by mountains so they can't possibly benefit from much sea traffic there. Unless of course one could imagine some sort of cliffside mining with rich copper veins or some such so that there'd be a reason to send ships into the isolated bay. Or perhaps it's just a good place to fish :P
Oooh oooh! I had an idea for that too. Where the land is narrowest between that inner sea and the gulf right to the south, I thought having an underground maze of water-filled tunnels that brave or desperate sailors could take. On one hand, it would take weeks/months of the east-west journey, but unless you have either an experienced captain or a good map, you would run the serious risk of being lost in the water-logged maze, if the creatures of the caverns didn't get you first.
[edit] Think like a giant, water-filled Moria w/ tunnels large enough to sail a ship through.
here's a preview of the some of locales of Penda Lume and there approx. locations.
(//../../e107_files/public/1258349209_959_FT74436_map_base_33_w_numbers_.jpg) (//../../e107_files/public/1258349209_959_FT74436_map_base_33_w_numbers.jpg)
2. The earlier mentioned "Dungeon Field." A vast expanse of ruined cities, temples, and citadels. Hemmed in my mountains to the west and harpy infested cliffs to the east.
3. The Vordek Wastes: a grey, dry, gloomy expanse that no one has the seen end of.
4-6. Kingdoms to by developed.
7. A mystic isle of something cool.
10. The ? Sea. the afore mentioned underground tunnel sea. A water-filled Moria large enough to sail ships through. Dramatically shortens trips, but is dangerous: easy to get lost, and almost as easy to get eaten by the grimgoyles, who fortunately hate the light more than they hate being hungry. Don't let those torches burn out!
11. grasslands of some sort.
ok that's all I have set (kinda) for now. If anyone is curious about a specific place/number, let me know, because that will give me something to focus on. ;)
Hmm, I could see the kingdoms 4-6 dealing a lot with each other, whether through federation, trade, or war. Perhaps there are revolutional forces trying to unite this area.
Location 10 would be extra beneficient if there was some reason to avoid location 12/13. Pirates perhaps?
14 and 1 should probably be worthwhile trading partners though.