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BlackBishop

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Note on landless players...

I should point out that there are many that have been displaced from the worldwide disaster centuries ago. Displaced people have been forced into a nomadic life, wondering the wildlands of the world and risking trespass into held lands for the rich resources they offer. Those who miss out on a major region may join as a nomadic tribe, offering a rich history to entwine with the works of the other players. Nomads, though numerous, will not begin with an abundance of any resource, forced to gain resources through other means.

Players may also wish to join as a single adventure, party or mercenary company, though their effects on the world will be minimal.
 

Corman50

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I would like to claim region 1
 

BlackBishop

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You can expect the wildlands across the world to be populated by NPC's such as the charming chaps below. NPC's can be interacted with much like a player, and persuaded to help or hinder a player.

Bogda Clan

hqdefault.jpg


Race: Trolls
Covet: Precious metals
Strength: Brutal strength
Weakness: Low population

Trolls were once thought extinct from after the Cataclysm, their ancestral lands swallowed up by the sea. However, in the first century after, as the men of Campestribus began to expand beyond the Agustinus Mountains, trolls were discovered in great number in the swamp lands beyond. Favouring the damp and humid climes of the Extramontis. Over the years skirmishes broke out between the legions and the trolls clans. After a crushing defeat at the knees of the Agustinus', a troll cheiftain of the Bogda lead an exodus north, settling in the thick swamp far from cities of men.

Carving out an existence in the dense swamps of the wilds, peace returned between men and trolls, and the Bogda remain the ruling clan of the last trolls of Crypso.​
 

Galren

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EEnuoYI.png

Grey indicates mountains, dark green indicates forested hills, the medium green indicates flat forests, light green indicates flat grasslands, the yellowish-tan indicates desert hills, the sandy color indicates desert, the dark brown indicates plains hills, and the lighter brown represents plains.

The Geography of Druma ((Region 3))


One of the most dominating features of Druma is the Neck Mountains at the narrowest part of the region, referred to as the Neck. The Druma mountains stretch from the northwest of the Neck to the southwest of the Neck, but leaves a flatter area by the southeast of the Neck. Around the Druma mountains are hills that gradually decline into flatter stretches of land. There are three distinct regions in Druma: Maglia (aka Hammerhead), Kiltock, and Lhana.

Maglia is located in the northeast of Druma. Known for beautiful, lush greenery, the wettest part of Druma is nearest to the mountain, with forests growing due to the abundant rainfall at the mountains and gradually. The great Dorster River runs through Maglia, starting from the center of the Neck Mountains to the northwest of Maglia. Maglia is home to the Magioni, a very human-like race that has a tall, slender build, skin the color of gold, prefers longer hair for both men and women, and no facial hair. The Magioni are considered well learned, good negotiators, and somewhat arrogant in general. They have developed an economy based on trade and agriculture.

Kiltock is located in south Druma, mostly consisting of rolling plains with dry grasses. The Belmouth river runs through Kiltock, with its source in the Neck Mountains and meanders across Kiltock. The inhabitants of Kiltock are the Braln, a hardy people who have a robust build, slightly pointy ears, tan skin, prefer shorter hair for men and longer hair for women, and grow beards. They are considered to be tough, stubborn, plain, good warriors, and humble. The Braln have developed an economy based on the ownership and herding of cattle and horses.

Lhana is a desert located to the west of the Neck Mountains. Although there are a few oases in Lhana, neither of the two races, the Magioni and Braln, occupy or travel through Lhana as there is no perceived benefit in doing so.
 

Stingrex

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Oct 4, 2015
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Campestribus.png

A political map of Campestribus, including major settlements and roads.
MAJOR NATIONS OF CAMPESTRIBUS
1.) Name: Campestrian Empire
Capital: Porta (pop. 1.37 million)
Languages: Low and High Campestrian, and various orc languages & dialects
Religion: Church of Trajan
Form of Government: Absolute monarchy
Head of Government and State: Emperor Titus XIX of the Classicidii dynasty
Population: 4.6 million
Description: Without a single doubt or dispute, the mighty Campestrian Empire is the largest and most powerful nation in all of Campestrius. The nation has a rich and lively history that goes back even before the cataclysm. The Campestrian Empire was officially founded in 237 BC (Before the Cataclysm) by Portius Arcadius, a former Campestrian nomad who was able to successfully conquer a large majority of what was then-southwestern Pangaea under the rule of his rather organized personal horde. Arcadius was able to successfully stabilize his reign by crowning himself the legendary title of Emperor. He later further settled down and established the Empire as a formidable force in the region by establishing the cities of Porta and Arcadis, obviously named after himself. The Empire reached its cultural and territorial zenith during the reign of Titus the Great (101-25 BC), who conquered territory all the way up to the northern coast of Pangaea and ruling over 20 million subjects. Various scientific, medicinal, and cultural advancements were primarily made during Titus's reign. However, once the cataclysm occured, the Empire quickly crumbled into ashes and instability due to the complete destruction of a majority of its northern and central territory during the event.

However, the Empire was reborn in 210 AC under the reign of the influential Remus Classicidus, who was able to successfully conquer a majority of the Campestrian tribes in the region that the Empire reigns over nowadays and named himself the Emperor of the Campestrians. Since then, the Classicidii dynasty has been able to rule over the new Empire for over 3 centuries in relative stability, except for a civil wars and revolts. But despite this, the Empire is still able to successfully rule over its subjects in the magnificent city of Porta, which has become a symbol of the resistance of the cataclysm, as the city and its surrounding villas and towns were able to barely survive the cataclysm's hellish wrath.

The main religion of the Empire and its surrounding regions is the Church of Trajan, a monotheistic religion primarily and only focusing on the belief that there is one god - and that is this religion's namesake: Trajan, a martyr who was successfully able to create the four main elements of this world; water, air, wind, and fire. There are multiple temples dedicated to the religion scattered across Campestribus, but what is considered most holy site is the Trajanite Temple located in Valentis, where Trajan supposedly was born and died at. Before the Church of Trajan, the Empire and its surrounding regions practiced various polytheistic pagan beliefs that were loosely connected in lore.


2.) Name: Arcadian Confederation
Capital: Hanatius (pop. 593,000)
Languages: High Campestrian
Religion: Church of Trajan
Form of Government: Oligarchic republic
Head of Government and State: Consul Remus Gontio
Population: 2.95 million
Description: The republic formed after a severe decade-long civil war against the Campestrian Empire (432-442 AC), which was the result of decades of relative instability following the death of legendary Emperor Titus VII, who was succeeded by his young son Titus VIII. The long war ended in a decisive victory for the rebels, who declared themselves the Arcadian Confederation and elected their first Consul in 447.

The main cities are Arcadis and Hanatius. Arcadius is the largest city in the empire (pop. 891,000), followed by Hanatius.

--------------------------------------------------------------------------------------------------------------------

Following these two major powers are the various orcish tribes that are located in the central Extramontis that are quite isolated from the Empire and the Confederation. The most powerful of these tribes are the Sylidun Tribe, which contains the rather impressive orc settlement of Arsha-labut (pop. 120,000), which has recently become a safe haven for orcish immigrants from the northern Camprestrian Empire who wish to flee from discrimination within the Empire.

 

Teep

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5tsTToz.png


Cosmogone is bounded to the North and East by the Great Peligin mountain range and to the Southeast by the Astor River. Its Geography can be split into three parts: The Peligin Mountain range on most of its borders, the river crossed plain of Gant in the centre and the vast forest of Viric to the south.

The Peligin mountain range was created as what is now the south-western part of the continent collided into the north-eastern part. It is highly geologically active, with many active volcanic mountains along its length. The main inhabitants are a few dwarf tribes whose holds control the mountain passes and provide much mineral wealth. The altitude makes the region largely cold and dependent on fungi for sustenance.

The Plain of Gant is the place of major human habitation in the region, with its great rivers providing trade routes and fertile soils. The rivers are from north to south the Venderbight, the Irrigo and the greatest, Cosmogone which provides its name to the entire region. The region is Mediterranean in climate around the Cosmogone and temperate as one moves north towards the Irrigo and Venderbight. The plain is served by irrigation systems allowing most of it to be fertile.

The Forest of Viric is a wild place as the humans have little interest in it beyond the harvesting of timber for construction and heating. The forest has largely been settled by the remnants of the elvish peoples who once populated the area. They are constantly at war with goblin tribes in the area with neither gaining the upper hand.
 

Corman50

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The Geography of Makhennet
ZDsI3Hn.png

Makhennet is a harsh region with in which only a view are able to survive. The reality is most reflected in Rayatik or the The Great Wastes. Once the heartland of the great empire that thrived in this region before the cataclysm, the land has since been reduced to barren deserts. With only a handful of scattered oasis and the delta of the Almamar River to provide sustenance, few call this desert home the only exception being various predators, several nomadic human tribes, and the snake-like Samerek.

To the North and West of the Wastes lie the lands of Orierret and Shterpeler respectively. Orierret is a heavily forested region surrounded in darkness and mystery. It is said that many who enter its forests never return. There is talk of strange beasts who have lurked in shadows of Orierret since before even the cataclysm and many men who survive the horrors that lurk within go mad and to this day no one has made it past the Natysin River and returned. Shterpeler by contrast is a devil more well known. The most populace region of Makhennet (though that may not be saying much) the people of Shterpeler live the most "normal" existence of those inhabiting Makhennet. The mostly human population of Shterpeler (the only exception being the Goblin tribes living near the Prejalkan mountains) primarily rely on trade and fishing to survive as the rocky soil and hilly landscape make farming extremely difficult leaving only a few bastions near the Fermazi River being futile enough to cultivate.

However past the dangerous Prejalkan Mountain lies the virtual paradise of Khatennet. Isolated by the mountains and powerful storms near year round of the coast, few outside of the native Aikhaz elves have seen the land for themselves. The near perfect climate and fertile soil via the delta are almost as good reasons for nations to covet the land as the fact that it is the only place where the Tannabat plant is known to grow.
 

Noco19

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I'd be willing to split my land claim with Tapscott.
 

BlackBishop

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For those of you coming in late, keep in mind you may still join as a powerful nomadic faction, forced to eek out a living in the desolate wastelands of the world. You may have many followers and still pose a risk to the established kingdoms, dominions, empires, and what-have-you. These displaced factions may have a rich history stretching back before the cataclysm, the remnants of some broken kingdom. These nomadic cultures may have strongholds within the wastes, but lack any proper city nor able to gain any resource in abundance, having to require the resources to expand through other means.
 

Clophiroth

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So, what development level should we expect for the kingdoms, as we create them? As I have seen a Roman expy, around late ancient era?
 

BlackBishop

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Previously I mentioned that this game shall be low-fantasy with no magic, now I am toying with the idea of allowing for magic in rare cases. I'm beginning to think that allowing for a layer of mysticism and magic to surround your characters if you wish might make for interesting ICs. I'm cringing to think of everyone's main characters able to run around and shoot lightening bolts, so instead I am going to go with GM approved wielders of magic. Come to me with an idea, and if I like it, you may use it for your IC.

What do you guys think?