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Amalga - Continent of War [Setting & Discussion Thread]

Started by Elemental_Elf, November 06, 2010, 11:51:09 PM

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Elemental_Elf


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.


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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: [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
- Nations of Amalga
--- The Kingdom of Castiland
--- The Republic of Colina
--- The Kingdom of Dvarga
--- The Kingdom of Galaland
--- The Tetrarchy of Glasmor
--- The Protectorate of Glauben
--- The Forest of Henwald
--- The Empire of Hwate
--- The Kingdom of Ixen
--- The Caliphate of Kamir
--- The Kingdom of Leonamarca
--- The Kingdom of Nargosa
--- The Orc Valleys
--- The City States of Tarosia
--- The Kingdom of Tugaland
- Organizations of Amalga

Elemental_Elf

Map of Amalga:  

 [spoiler=A Larger Version of the Map] [/spoiler]

Elemental_Elf


CASTILAND
 
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][/note]

REGIONAL FEATURES
Castiland 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][/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 CASTILAND
The 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][/note]

ENEMIES AND ALLIES

Castiland 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.

Elemental_Elf

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)
 
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)
 
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
 
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)
 
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)
 
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)
 
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)
 
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)
 
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)
 
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)
 
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)
 
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)
 
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)
 
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
 
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.

Elemental_Elf

#4
[note=Map]
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COLINA
 
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]  
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.  


[/note]

REGIONAL FEATURES
The 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 COLINA
The 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] [/note]

Ghostman

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?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Kindling

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.
all hail the reapers of hope

Superfluous Crow

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.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Elemental_Elf

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: Ghostman
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?

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. :)  

Elemental_Elf

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DVARGA
 
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] [/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 FEATURES
Dvarga 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 DVARGA
The people of Dvarga are enduring lot who willingly left their homelands and their families to forge a new destiny in a  [note][/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 ALLIES
Dvarga 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.

Elemental_Elf

[ooc]Was Dvarga not to people's liking? Was it too weird? Should I explain Proffor more? [/ooc]

Ghostman

What's so special about the Henwald forest? Why aren't elves and underdark people count as the kingdom's enemies?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Elemental_Elf

[note=Map]
[/note]

HENWALD
 

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]
   [/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 FEATURES
The 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 HENWALD
Few 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]   [/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] [/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.


Ghostman

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?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Elemental_Elf

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 :(