10.17.2006 - Kingdoms
So. It's been awhile.
Sorry rick, this post won't have any pictures either.
I've started playing on Natralis. Really it's play testing, to get a good feel of the world before the main campaign starts and boy is that Law vs Chaos stuff tricky to pull off convincingly. I've got some work to do.
Let's see. I've got a general overview, the first map , a theme and some races. A good start. Human Kingdoms? surely!
Humans occupy the eastern part of the Northland, from the Great Cloudbreakers (mnt range on western third) past the Pearl Sea to the vast Ocean. Within this space are eight kingdoms. Let's list them! Cause lists are fun.
Culture type is an approximation only. A hook to get an immediate impression.
1. Balindi Captial: Balindius Culture type: Think Giant Bird riding Indian merchants. yes. Language: Balindi
2. Ciloria (SIL-or-i-a) Capital: Lehrsoht Culture Type: European/ Irish. vast grain farms line the coffers of the this great nation with gold. Language: Cilorian
3. Kosein Captial: Kosein (small city state) Culture type: Horsebreeders of the plains. Language: Kosein
4. Magdran Capital: Magdraglas (largest city in the world) Culture type: Arabian Latinos Language: Dranik - the trade language as well
5. Sonaria Captial: Sonarus Li Culture Type: Spanish Cambodian Language: Sonarian
6. Tirran Roun Captial: Tirran Roun (city state) Culture Type: Peruvian Language: Tirran
7. Voket Capital: Vokete (city state) Culture type: Russian / dwarven Language: Ketik
10 tribes 10 independant "primitive" tribes separated from the other 7 by geography and technology. They are self sufficient and independent. They trade heavily with the Husken, whom are actually closer than any other human settlement.
So that's all of them. Now, there are more independent city states, but they are run by merchant overlords, rouge Castors, or other tyrants of the open road. Thus they have no language or culture of their own, at least not yet. Cresent Sands is one of these, camped out on the edge of the great desert facing the sea. A vast array of Rendellain Ruins* sprawl behind it.
There are treaties amoung some of the kingdoms. Trade agreements, peace treaties, the like. Tirran roun and Voket are not a part of them.
Tirran Roun is up in the mountains, nestled deep within a valley, surrounding a dwarven spout ( dwarven surface exit) Tirran Roun is also the human terminus of a dwarven trade line from the Husken side of the Cloudbreakers.
Voket is so far north on the foothills of the northen Cloudbreakers, that a treaty with the other human settlements didn't make sense. They established trade with the nearest dwarven kingdom and have become a mecca for half dwarves.
Kosein is half way from Lehrsoht to Balindius. This strategic placement, coupled with their command of the horse population has left them with considerable power on the plains of the norhtalnd. Their small size however limits their growth and as they are land locked, their trade potential is lacking. They have gladly accepted the trade terms that the other kingdoms offered.
Ciloria is far to the northeast on the edge of forest. A river cuts the north part of Lehrsoht from the south side. This northern section is a huge bulk head to defend the counry from the evils that come out of the forest only miles away. The bulk of the countries vast farming communities are far to the south, the tear drop shaped outer wall many yards thick.
Balindius is a days journey up river form the Bay of Stars. Here on their multilevel cliff city the Balinidi rule their nation. Their bird riders traverse the skies, keeping watch on the kingdom, ever vigilant of intruders. Thier merchants and farmers revel in their safe roads, fair laws and ample magic.
Sonarus Li sits on a Castor raised plataeu on the coast of the Pearl Sea, their massive herds of cattle roaming the fields below. The gongs and bells of the capital city can be heard kingdom wide.
Magdraglas is the oldest and largest human city. The only true sea port in the Northland, Magdrglas enjoys the most trade, immigration and crime. Built around and ontop the terminus of the Kellitor River, it's buildings soar to height unheard of in other countries. Castors and clerics alike have helped raise many of the sturctures here out of the natural limestone and granite. People world wide flock to the City of Jewels, the most densely populated region on the planet, and it is said that "All adventure begins in Magdraglas."
---------------------------- a note on building construction
most buildings on Natralis are made the old fashioned way: brick and mortar, beam and nail. However, Magic is present and acknowledged. This brings up issues as why wouldn't the castle be built from one piece of rock? Why couldn't Castors and Clerics shape and control the way these Natural elements reconfigured themselves? Why could not magic support and supplement natural engineering techniques to send buildings soaring into the air?
of course it could. So in Sonaria, the very foundation for the capital has been lifted from the flat plain, creating a huge plataeu for the city to look down from. The towers within reach higher than any stone and mortar castle could ever hope for. In Magdraglas, the towers scrape the sky. The many bridges are strong and enchanted against the elements. In Balindi the terraces and vast stone outcropping defy the imagination. Tirran Roun is built on the sides of a steep valley, a river running through the farmland below, cabled bridges soaring overhead.
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*Now the one thing that most of these kingdoms have in common is their shared history, base language and alphabet. Long ago, the northland was ruled by one nation, one empire, one man. The Rendellian Empire streched as far as the land would take it. Old roads and ruins litter the northland. Magdraglas is built on ruins of one city. Balindi is near another one. Cresent Sands neighbors an old temple complex. This great empire collapsed, (much under its own weight) and city states formed. Magdraglas is the one state that survived this collapse and is stronger for it. Other kingdoms formed later as people desired safety in numbers.
Each city has a certain amount of farm land needed to support their population. This entire area is then surrounded by yet another enchanted wall. Within the wall, the people feel safer, but everything is still to be sure only a day away. Garrisons, small towns, small cities and the capital fit like a puzzle within each system of roads, wards, and walls.
I'll stop here. It's good to get that out of my head. Who knowns how many revisions I might do later. hahaha
stay tuned for some PICTURES.
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