
Ahren: This is a major port city. It has a large
navy and army, both of which help make the city strong. It's a really big
city, with a healthy nightlife and such. It's ruled by an Oligarchy of
rich merchants, almost like a non-elected city council. It's an important
place. Yippee! Maybe someday someone will actually go there...
Antanas
Location: Find where the Randala River meets the west coast of the northwestern
continent. Move south just a little and west to the coast. The mountain
range would extend from that area to the end of the peninsula.
Climate: To the east of the mountains is a very fertile basin due to
the rain running down from the mountains. The western coast is a arid area
with sparkling beaches.
Population: No one lives in the mountains. A primitive civilization
could exist in the basin, but I'll leave that up to anyone who wishes to
explore it. Any culture would have a dread of the mountains, and they would
believe that death awaits any who travel there (see the description of
the Black Tower).
The Black Tower
Location: About an equal distance from each end of the Antanas Mountain
range. It stands in a clearing about 3 km in diameter.
What it is: This is a tower for the Necromancer King. I hinted at his
existence in Fenris Chapter 2, and I plan to develop it more in chapters
6 and on.
"The black stone rose out of the earth, and the grass nearby wilted
and died. As the rest of the tower grew from the earth, trees turned to
dust. The black pillar stood 50 meters high, and for one kilometer around
no plant or animal lived. The silent monument of death stood, alone in
the harsh wind."
Reputation: This tower has not existed for very long, and due to its
location deep in the mountains it will probably remain that way for quite
a while. Any foreshadowing to its evil-ness would be okay, however.
Defenses: The Necromancer King will bound to be protected by many undead
servants, and it is situated so that all the paths leading up the mountain
side are in constant surveillance. I am thinking of developing some sort
of ancient path into the mountain, however. (Good guys need an entrance,
too.)
Town: Brightsand
Location: Due east of Stonetree, there is a large, wide bay -- Brightsand
is a bit to the north of that bay.
Climate/Terrain: Brightsand is situated in the southern part of a desert
which stretches from the area around the town northward. This is caused
by a cold ocean current in the ocean to the southeast of the continent.
Brightsand is on the edge of the desert, so enough water can be provided
to meet the town's needs (see below). The unique sand common to the region
occurs only in the area around the town, where there is practically no
vegetation at all. It also rarely rains -- and if it shows signs that it
will the Magicians' Guild will put a stop to it, to keep it from washing
away the precious sand. It should also be noted that the bay south of Brightsand
(Brightsand Bay) is extremely shallow for miles, at least in the area of
the town, and consequently no ships can dock there.
Industries: Brightsand is known worldwide for its top-quality glass.
The sand around Brightsand is considered the best in the world for glassmaking,
because of its particular luster, which gives the town its name. Glass
from this sand also holds enchantments particularly well, and it is not
uncommon to find magical glasswork for sale. Much of the town is even made
of glass. "Sand poaching," or taking Brightsand sand without
the written permission of the Guildmaster of the Glassworkers' Guild (practically
never given), can bring severe punishments like a permanent prison sentence
(and you do NOT want to be in the Glassworkers' prisons). The town is also
known for its magical weapons and armor, although they are extremely expensive,
even when you take the enchantment into account, because all the metal
must be imported. The town's water comes from large "wells" which
are situated around the edges of the town -- huge cups of glass which,
at night, are cooled. In the morning they stay cool, and dew condenses
on them. This seems like magic to many visitors, and it is actually augmented
by magic, but the basic technique is scientific. The "wells"
provide enough water to support the whole town, but some is still imported
for industrial purposes. Food is the most important import -- there are
no farms in Brightsand, and the Fisherman's Guild can't support the whole
town. It is usually imported from the other Alliance of Ether towns in
exchange for quality glass- or metalwork. Another major import is cloth.
Population: Mostly human, although the people of Brightsand don't discriminate
against non-humans. There are about 1000 people in the town, 400 of which
are in the Glassworkers' Guild.
Government: There is no central government as such -- all power rests
with the various guilds. Although the Guildmaster of the Glassworkers is
the nominal head of the town, the real power has traditionally belonged
to the Magicians' Guild. Other Guilds are the metalworking Guilds, the
Merchants' Guild, and the Fishermen’s' Guild (one of the smallest). Current
head of the Glassworkers is Merdoc Brightsand. Although in principle the
Guildmastership is democratic, it has been passed down from father to son
for generations. The Magicians' Guildmaster, Leydonna S'Cluu, lets Merdoc
think that he is running the town, being mostly concerned with guild matters.
However, there is a movement in both guilds for more democracy and justice,
and "to stop the injustice of the Glassworkers' torture chambers."
Culture: Everyone in Brightsand belongs to a guild. Visitors (and the
trade they bring) are welcome, as long as they stick to each Guild's lengthy
code of rules -- and the rules of different Guilds are frequently contradictory.
Description of the Hierarchy of the Magicians' Guild of Brightsand
When someone is admitted to the Brightsand Magicians' Guild, he (the
Guild makes no sexual discrimination, but the male pronouns will be used
in this text for simplicity) initially holds the rank of apprentice, or
neophyte (the second titles of this rank and others date from the period,
centuries ago, when the Guild was more religious than commercial and known
as the Order of the Eternal Flame). Each apprentice is assigned a master,
and is expected to perform work for the master, while the master has an
obligation to teach his pupils the art of magic, and is evaluated once
a year by the Inner Circle. About five apprentices per master is average;
this average is higher for members of the Inner Circle, but the Guildmaster
usually takes few or no pupils. When an apprentice has learned enough to
operate alone, his master releases him and he is promoted to journeyman,
or acolyte. An apprentice who believes he has been unfairly passed over,
or sometimes a promoted apprentice who doesn't believe he's ready to become
a journeyman, may, if unable to make his master reconsider, appeal to the
Inner Circle. Each journeyman is sent to a branch of the Guild in another
town, which may consist of journeymen only, have one or more initiates,
and/or be headed by a master magician. In some cases, the branch may consist
of only one journeyman (this is usually only done in a remote place, with
the journeyman having distinguished his leadership skills exceptionally).
In the ceremony where an apprentice is elevated to journeyman, he is taken
into the Chamber of the Eternal Flame, and learns of the Flame's existence.
Then he is given the task he must do to become a full magician, or initiate:
to design a magical weapon that draws power from the Flame. The weapon
may have whatever powers the maker wants; the only criterion is that is
must be designed to connect to the Flame. It need not even be a weapon,
but that has traditionally been the case and the tradition is usually observed.
The weapon is kept throughout the magician's career, and its enchantment
may be honed as much as desired at any time. Magicians usually always keep
their weapons on their person, although they might leave them behind when
traveling away from Brightsand, since the link with the Flame loses efficiency
over distance. Each magician has a set allotment of power he can draw from
the Flame in a given time, which is usually automatically all used, although
the Guildmaster and his Inner Circle may go above their allotment if it
is a matter of great importance for the Guild (and even for the Guildmaster,
self-defense is not usually valid). The weapon is used in all the elevation
ceremonies from full magician up, and is ritually cremated in the Eternal
Flame, along with the magician's body, in the magician's funeral; the power
used to enchant it becomes part of the Flame's general power pool. The
candidates for master magician, or adept, and member of the Inner Circle,
or archmaster, are nominated by the Guildmaster (Grand Master) and chosen
by the Inner Circle. The masters have more prestige, and the duty of teaching.
The Inner Circle, which has a dozen members not counting the Guildmaster,
runs the Guild, and the Guildmaster, who is elected by the Circle, heads
it. The Inner Circle meets in the Chamber of the Flame -- any member may
call a meeting. Everything is decided by a vote, and if there is a tie
the Guildmaster's vote is treated as having more weight. Unlike most other
Guilds, the Magicians' Guild doesn't hire either guards or bureaucrats
-- every Guild member can defend himself, and the Guild tries to keep red
tape to a minimum -- the Inner Circle handles most matters.
City Name: College Town, built alongside The University
(possibly the only, certainly the largest, institute of higher learning
in the NuWorld).
Location: Continent of Draya. Draw a line east from Harlequin (q.v.)
until you hit the coast, then move northwest a short ways inland.
Government: A mayor is elected yearly, but true power is held by The
University, and it's High Dean, who holds her position for life (or until
retirement). The High Dean is exceptionally powerful and dictatorial, on
her turf, but cares little for what happens beyond the walls of The University.
Leave her and her students and faculty alone - or pay her enough to make
up for the inconvenience - and she'll leave you alone.
Population: Small but extremely diverse. Just about every race and culture
on the NuWorld can be found either attending The University or working
in the service industries nearby.
Major Imports and Exports: College Town imports the best and brightest
of the various nations of the NuWorld, and exports trained professionals
in just about every profession. Even the rankest graduate of The University
is as good as many a lifetime practitioner of a craft elsewhere. Of course,
not everyone has what it takes to graduate... Aside from that, College
Town imports books and scrolls, artwork, and alcoholic beverages. Menial
labor, either from students working their way through their tuition or
from dropouts, is relatively cheap in town.
Culture: It's a college town. It's basically a bunch of students out
to either have fun or learn for their future, a massive blending of all
cultures that has made it possibly the most tolerant place on the NuWorld,
and a massive disconnection from most of the restrictions and common ground
of reality. This primarily empowers them to make fantastically creative
(though often impractical) solutions to problems, although nothing can
be said ahead of time about the success of these solutions. The
businessmen and women in College Town proper tend to view their lives as
fairly comfortable ones, aside from the occasions when a rowdy bunch of
Magic majors accidentally tear the shops up with their carousing, or the
Military Science majors decide to hold mock troop movements in the streets.
They'd do quite a lot to earn a little more peace and quiet.
Unusual Features: The steam tunnels and sewers beneath campus are rumored
to have all sorts of failed experiments and lurking horrors in them, but
that's just rumor, right? Same with the tales that the High Dean keeps
all the campus's funds in a hidden vault down there. And ignore the silly
rumors about students occasionally disappearing down there...
The High Dean herself should be referred to often, but never actually
seen. Even the most powerful and competent of characters should come out
of a meeting with her shaken and having made severe concessions. Emperors
should be cowed. Demon Lords should be distraught and nervous, muttering
about 'those pictures.' Play this more for effect than anything else -
and remember that she couldn't care less about anything that goes on outside
University grounds except insofar as it threatens her students and faculty.
Crescentia
Location: On the middle of the southern coast of the island just east
of Mentira.
Terrain/Climate: The area around Crescentia is mostly temperate flatland.
Size: Fairly small. Has a port, inn, blacksmith, and general store.
Trade: Exports meat, vegetables, and wool. Imports metals and wood for
farming tools.
Government: A mayor is elected every 10 years. The only thing the mayor
really does is hold monthly meetings to vote on important matters and act
as judge for the few crimes that happen. The current judge is an elf named
Renhar Jathen's son.
Culture: A small farming community that is a favorite retirement spot
for old ex-soldiers and adventurers(part of the reason its not overrun
by gray haired sword swingers;). The people are generally friendly and
helpful
In the Naga Valley is...
Delinara's Temple
Location: Southeastern Naga Valley, closer to True North than to Mount
Telenar.
Population: The Cult of Delinara, which has about 300 members, human
and non-human.
Description: It is a large building made out of some kind of gray stone.
Defenses: In times of attack, the cult may effectively seal itself inside
the temple by dropping large blocks of stone over the windows and gates.
The cultists can fight, but they're not particularly good at it.
Leadership: The sorceress Delinara, believed by the cult to be a goddess
or at least the goddess' avatar.
Current Status: When Delinara left and didn't return soon, some of the
cult members began to panic. Then they were attacked by the Technorgs,
and lost some of their number. They sealed themselves inside the temple,
praying fervently for Delinara's return, as the Technorg army camped outside.
Lake Endira
Location: The middle of Kantir. (You can see it on the map.)
Ether Tower
Location: The four towns of Stonetree, Waveshore, Brightsand and Windmount
form the Alliance of Ether. The Ether Tower is located in the center of
those four towns.
Appearance: A large tower made out of a bluish metal of unknown composition,
it is one of the tallest structures on Nu. There is no visible entrance.
Defenses: The tower has been sealed for centuries, and the only way
to open it is with four pendants. When used together, these pendants will
open a door into the tower, allowing four people to enter. The people entering
will be separately tested with trials of skill and determination.
History: The history of the Tower of Ether is lost to the ages. A commonly
held belief is that the tower dates from the formation of the Alliance
and was placed there as a symbol of the towns' unity. This may or may not
be true. (If you want to learn more, I'll tell it all in my chapters, but
not here.)
Evergreen
Location: Northwest tip of Etherica
Climate/Terrain: Evergreen sits in a valley in a range of mountains.
The mountains are steep, but the roads are well maintained so that reaching
the city is not a difficult journey. They also provide Evergreen with a
natural defense against attack: the valley can only be entered at one point.
The weather is usually temperate year round, although the elevation sometimes
provides for some winter snowstorms.
Population: It is a very large city, with a population of mixed races.
They are primarily Human and Mystic, although if you look hard enough you
can find someone of just about any race native to Nu living in the city.
Trade: Evergreen is a great trade city; they have whatever a person
might want, from Mentiran Ether to lumber from the forest of Kantir. Or,
if they don't have what you want, they can get it for you. They control
a port located a short distance north of the valley, and wagons go back
and forth between the port and the city regularly. Evergreen's primary
export is iron mined from the surrounding mountains.
Government: The city is controlled completely by the Sinister Mafia;
they are not an official government, but they have a hand in nearly everything
that goes on within the city. Any merchant who does any business in Evergreen
"shares" a portion of his profits with the Mafia. For the most
part, people are allowed to act freely, and they appreciate the protection
and order that the Mafia maintains. You can expect to have several arrows
sticking out of your back the moment you cross the Mafia, however.
Culture: As Evergreen is a mix of races, it is a mix of cultures. There
is a very clearly defined social structure, with the Mafia on top, the
merchants next, and the miners and craftsmen at the bottom. The Mafia heads
are looked upon almost as royalty; Don Sinister is something of a legend
in the city.
History: Fifty years ago the beautiful city of Evergreen did not exist.
In it's place was a town called Lodestone. Lodestone was a mining town,
and it was plagued by thieves and would-be warlords. The government had
no means of control, and the town was in a state of anarchy. Several factions
battled for control, and their battles were often bloody. It was known
as the guild wars. Finally, a stranger appeared, a man from another world.
The stranger was powerful and ruthless; he united the factions under his
own rule, eliminating those who would not fall in line. The new center
of power became known as the Sinister Mafia, and the man who ruled it was
known only as Don Sinister; it is rumored that even his family doesn't
know his real name. Under the Mafia's direction, Lodestone began to thrive
as a commercial center. The Mafia cleaned up the city, and even planted
a small forest around the town. Over the next twenty years, Lodestone was
completely reshaped, and given a new name: Evergreen. Don Sinister still
rules the city from atop the Raelia Tower, a tower of white marble that
sits in the very center of the city.
Falcon's Keep
Location: Right on the northern bank of the middle of the Randala River.
Description: It is the abandoned fortress of Kisan Dragonslayer, of
the True North/Telenar tribe. He was a shadow-summoner who was rumored
to have turned to the dark side in his final days. The fortress is now
inhabited by zombies and possibly even Kisan's ghost...
Town: Fernal
Location: On the SE coast of the small island just NW of Vereen Terrain/Climate:
About the only semi-warm part of the island, even in high summer, it is
a little cool. Lots of sea effect snows fall just to the north of it.
Size: Nothing very big, just enough people to defend the town and maintain
a small port. A few farms on the outskirts of town feed everybody.
Industry: Trade, agriculture.
Trade: Export animal hides (Cow and sheep). Import metals for weapons
and farm equipment (hoes and rakes, etc..)
Government: Ruled by a pair of councilors, elected every two years by
the townspeople.
Current rulers: Ishan Raltipo and Vintal Roldo. (I don't have any plans
for them, so if anybody else wants to develop them...)
Culture: The people are very stoic in this region due to annual raids
on their town just before the snows by a tribe of barbarians of mixed race.
They are wary of strangers, but treat them with respect until there is
reason to do otherwise.
Town Name: The Free City-Kingdom of Harlequin
Location: Continent of Draya, west coast, on the north side of that
inlet halfway along the coast.
Government: Hereditary Monarchy. The current king, Calarion IV, has
one heir, his son, Brennard, and has of late been agitating his people
towards military buildup, though he as yet lacks a target. He was seemingly
inciting hostility towards Toren some time ago, but that seems to have
stopped, and now, he is simply keeping the country in an agitated mood.
Population: The largest city on this side of the continent. Mostly human,
although other races have a fair representation. The local style of dress
is rather odd - most people tend to wear garb resembling a jester's motley,
or the marionettes from Ivory Tower in Secret of Evermore. Checks, stripes,
and oddly-toned solids are common, as are a quartered design to the clothes
with a pattern in two opposing quarters and a solid in the other two.
Culture: Roughly medieval European, or the generic fantasy found throughout
most Final Fantasy and similar games. However, the dramatic arts are considered
to be a grand achievement in this culture, and numerous theaters of varying
levels of distinction are found throughout the city, along with the Grand
Opera (see below.)
Major Imports: Finished weapons and armor, textiles, lumber
Major Exports: Fish, farm products, woodcrafts, storytellers
Unusual Features: The two most prominent structures in the city are
the Grand Opera and the Royal Keep, standing at opposite ends of the city.
The Royal Keep is a traditional high-walled fortress-castle, the home of
the royal family, and a last bastion of defense for the city should the
walls fall. The Grand Opera is the most prestigious theater in town, which
is saying much in a city of prestigious theaters. Quite simply, the Grand
Opera is the home of the best of the best. At the same time, though, they
show a high willingness to break from traditional theatrical methods -
something you can afford to do when you're the best. They show traditional
operas and alternative theater, often on different stages the same day.
Anyone with a good modicum of dramatic, musical or writing talent can at
least attempt to get a minor job at the Grand Opera, and even failure will
likely get one noticed by one of the lesser theaters in town. There are
rumors of deep catacombs beneath the Grand Opera, where props from productions
long past are stored. Who knows what else may lurk there...?
In addition, Harlequin has a seaport, but since the city is built against
the top of a cliff, all access to the city is through long stairs and ramps
or crane-like mechanisms one can hire. A few facilities - inns, warehouses,
and the like - are built into the cliffs, for those who don't want the
trouble of going all the way up to the city proper.
Ilaam
Location: Halfway down the western coast of Central Island (the island
Crescentia's on).
Terrain/Climate: The village is located on a small open area that separates
the beach from the rainforest. A mile or so north is a rockier area that
has a stream trickling through it, but the Ilaamans prefer not to climb
the unstable rocks and get most of their water by distilling ocean water.
Population: Just under 150, all of them Mystics of some sort.
Trade: Leatherworking and alchemy occupy a lot of the time of many of
the Ilaamans, as these are their main exports. In fact, Ilaam is well-known
for making the best magical non-metal armor on all of Nu. This is due to
the Mystics' magical talents coupled with the properties of the hides of
the beasts found in the jungle. A lesser-seen and lesser-known alchemy
export made only in Ilaam is "lightning in a bottle", which one
throws at his enemies to cause a small explosion of electricity. Metal
and glass are the main imports.
Government: Ilaam elects Guildmasters for all the major occupations
practiced in the village. The Guildmasters double as a police force. Most
issues are voted on by the whole town. Ilaam is so small that the laws
aren't written down, just passed from generation to generation. (Any mis-passing
WILL get detected -- as I said, Ilaam is small...)
Culture: Everyone in Ilaam knows everyone else, so nothing goes unnoticed.
If hunting goes poorly for a few weeks, the Ilaamans will hold a Dance
of Duplication deep in the jungle to "double the luck and double the
stocks". No one knows if it works for real, but the Ilaamans sure
think it does! Also, every year in the spring the Festival of the Children
is held. This is quite a spectacular fair for such a small village; usually
around 3000 people from outside come to it yearly, which means that during
the festival the Ilaamans are usually so busy trying to keep up with everyone
that they barely get to enjoy the fair themselves!
Relations with other towns: Ilaam trades mainly with the free cities
(Mentira and its brethren), though trade with Ahren and Waveshore is far
from being unheard of. Ilaam is mainly viewed as a "cute little village"
by those who don't live on Central Island. Also, at the eastern end of
the island is the town of Ravisk. The two towns have had a "we don't
bother you, you don't bother us" policy with each other for so long
that the occupants of each town have forgotten not only the reasons for
this taboo, but what the occupants of the other village are like! (This
is a plot hook, people... if you're in the area, grab it. ;) )
The Continent of Kantir
Kantir is the name of the northwest continent of Nu.
Mantarin: Now this is a place not many people
will want to go... The town has a strange reputation... the Town of hospitality...
but people have this nasty habit of disappearing there. The entire population
are mages, and they use a lot of blood and sex magic. If you've ever played
'Mage: the Ascension' think a town full of Verbena mages. They do human
sacrifices and other nasty stuff, thought they do have some pretty powerful
magic. They spill blood for a tree. The tree is sentient and will defend
itself if threatened. It's kept in a natural cavern in the mountains near
the town, where the rituals are performed. Not much is really known about
the town (all the blood magic is very hush hush..). They don't get along
with Vereen. They make and sell potions in their marketplace: healing,
antidote, that type of thing. It would be possible to get things made on
commission, but their might be a price...
Location: Find Zeelund. Go over the mountains (to the left side). Go
down a bit (2-3 cm). There you are.
Mentira
Location: Northeastern continent, Southwestern peninsula, on the southern
end of the west coast.
Government: Ruled by an elected, semi-hereditary mayor, i.e. the people
are free to elect whoever they want for the position, but they usually
end up keeping the same mayor in office until s/he retires, at which point
they generally elect one of his/her children. Currently ruled by Lord Mayor
Manju, a unique Mystic with felinoid characteristics. It may be in the
process of becoming a sort of constitutional monarchy - see Mystics Three
#4 for details.
Population breakdown: 95% Mystics, 5% Other (humans, dwarves, centaurs,
etc.) Note: Known as the largest population center of Mystics on the NuWorld.
Major exports: Timber, Ether, Mages, Exotic Animals
Major imports: Food, Metals, Gems
Unusual features: Small seaport, large mayoral mansion, training ground
semi-cleared in the forest to the north. Is part of a vague collection
of 'free cities' on this continent - cities that don't owe fealty to any
kingdom, republic or other overarching government. They tend to trade with
each other, but remain otherwise free of obligations.
Local 'Dungeon' areas: A magical forest, a short distance to the east,
holds numerous exotic animals and monsters, along with the occasional stash
of treasure. Hunting parties from the village occasionally go exploring
there and come back with treasure, unusual timber, or captured animals
to be domesticated (Rolys, Polys, Chocobos, etc.)
Naga Valley
Location: Naga Valley stretches across northern Kantir, from near Mount
Telenar to near True North Village.
Population: Mostly monsters, especially Nagas. A few primitive tribes
may live in the area, but their existence remains questionable. Oh, yeah,
and there's a cult there, too...
Description: The Naga Valley is mostly forested area.
Randala River
Location: South of Lake Endira, it bisects Kantir in a southeasterly
direction. (Having the Nu Map makes it easier to see.)
City Name: Shinkyo [New Capital], capital of the
land of Shinbi [New Sun].
Location: North end of Shinbi (the island east of Draya), bordering
on the inlet on the east coast.
Government: Official power rests in the Emperor and the military governor,
or shogun, who are often at odds. However, in practice, power is distributed
throughout the major noble families, the criminal houses (yakuza), a few
rising merchant houses and guilds, the priesthood, and the noble warrior
(samurai) class, as well as in the official heads. A citizen will work
for one of the noble families or guilds, pay the local yakuza clan for
protection from freelance criminals, seek guidance at the local temple,
pay respects to the kami (spirits), and defer to any samurai who might
be in the area, all while honoring the dictates of the Emperor and the
shogun.
Population: Primarily human. However, kamijin (spirit people) are known
to live among the people - descended of either kami (spirits) in human
form or people who summoned kami to possess them, they have some features
of the appropriate type of kami, and some powers and personality traits
appropriate likewise. Those who look almost completely human (generally
those descended of wind kami, river kami, metal kami, etc.) tend to blend
in among society (some are even unaware of their heritage), while those
with more obvious non-human features tend to congregate in their own societies
in the wilderness. (Those descended of fox kami - kitsune - are notorious
for this, as well as for their mischievous and sometimes dangerous pranks
played on normal humans.)
Major Imports and Exports: Few - Shinbi is a rather isolationist society.
Outside novelties are sometimes considered valuable, though, and occasionally
a skilled merchant will come away with art, rice wine (sake), odd items
of tech, and, rarely, a single sword (Shinbi blades are known for their
strength, sharpness, and durability, and are highly valued even within
the country - outside, to a swordsman who is trained in the appropriate
fighting style, they're nearly priceless.)
Culture: Shinbi is much like Tokugawa-era Japan in many ways - think
of that as a basis for the architecture and culture and you won't be far
wrong. (They speak Japanese, as well.) However, it is currently divided
in culture between traditionalists and progressives, with the traditionalists
having their figurative head in the Emperor, and the progressives in the
shogun. The traditionalists tend to be isolationists as well, seeing their
culture and history as best left undespoiled by contact with other cultures.
They have the backing of much of the priesthood, who contribute the power
of the kami to the cause when it becomes necessary. The progressives, on
the other hand, feel that increased trade with other cultures, and the
adaptation of Shinbi culture to match the outside as closely as possible,
can only be good for the nation, and wish to break with as many old traditions
as possible. Many of the yakuza and all of the merchant houses are progressives,
and they are the vanguard of a new interest in science and technology,
which are continually advancing thanks to their sponsorship. Technological
artifacts are still rare and expensive, and often unique due to the circumstances
of their creation. They aren't nearly up to the level of the real world,
but have some interesting developments anyway. For the most part, however,
Shinbi is insular and distrusting of foreigners, even among many progressives.
Religion: The Shinbi religion is based around the idea of kami. When
asked for an example of a kami, most will refer to the spirit of a great
mountain, or a po werful river, or a huge and ancient tree, but these are
merely the most powerful and representative examples of the type. The religion
teaches that everything has a kami, ranging from blades of grass to waterfalls
to snowflakes to snowdrifts to fires to animals to humans (in which case
the kami most closely corresponds to what other cultures would consider
the soul). The kami of, say, an individual snowflake is quite weak, while
the kami of an ancient tree or a fire destroying an entire city would be
powerful but strong-willed. In addition, there are more general kami -
there is a kami of all foxes, a kami of all trees, a kami of all islands,
and so on. The kami are not exactly worshipped, but rather respected, as
one respects someone older, wiser, and more powerful than oneself. It is
generally believed that if one treats the kami well, they might choose
to subtly return the favor someday, but if one treats them poorly, they
might choose to treat one poorly in return.
Some people are born with the talent of talking to kami in such a way
that they listen and reply. Such people are usually recruited to the priesthood,
where their abilities are trained and strengthened. (Priests born without
the power are trained to roughly the power level that those with the innate
power are born with.) Shinbi priests can call on the kami for aid, but
it's not strictly the power to call on the kami as a Caller can on summoned
monsters, or some heroes can on Elementals. Instead, the priest communicates
with a nearby kami, and requests a favor of it. If the kami so chooses,
it will aid the priest in some way - though not necessarily the way the
priest wanted. Some kami, generally the more powerful ones, will demand
services of the priest in return, and if not promised them will refuse
to help. The kami is always characterized by its manifestation's nature
- a mountain kami will be slow, ponderous, and sturdy-minded, while a fire
kami will be quick, excitable, and easily provoked.
A skilled priest can actually call a kami into himself if the kami agrees
- the priest will gain some physical aspects of the kami, and be able to
use its powers directly, but will also gain part of the kami's personality.
If the kami is powerful enough, it might take over the priest completely.
Some kami can also take physical form on their own, although this is usually
limited to the most powerful among them.
Town name: Skenic
Location: The north-east corner of the island in the south-east corner
of the map.
Climate: Arctic, cold... However, the town itself is somehow kept fairly
temperate...
Culture: The people of Skenic are well suited to their cold environment,
living off of the herds of monsters around their town. Nearly everyone
from age 12 to 40 is an accomplished hunter, skilled with both the bow
and arrow, and the spear. They have tamed one of the wolf-like creatures
of their island, and use them for transportation, like horses. Also, due
to the fact that their town is kept warm somehow (magic, perhaps?) they
citizens of Skenic also engage in minor farming, growing a type of fungus
they call 'Minol', which is actually quite delicious, and they're considering
possibly exporting it.
Economics: Skenic isn't a very rich town, or a trade center. Basically
it's a little arctic town that is generally ignored by the rest of the
world. However, they do have a large seaport, and a relatively large navy.
The only product that they have that could possibly be exported is the
minol, and they don't import anything due to the fact that they are a completely
self-supported town.
Note: One thing about the people of Skenic which needs mentioning is
their complete loathing a magic and anything associated with it. They will
kill any magical beast/human they can find. Certain citizens of their town
have the ability to sense the use of magic, and they have developed techniques
of temporarily stopping the flow of magic, rendering the practitioner or
such abominations' unable to 'utilize the vile arts'. From there, they
kill him or her, no trial, no anything. However, they won't hunt someone
down without good cause, and to them, good cause is witnessing an act of
magic, or sensing a tight flow of magic around a person.
Stonetree
Location: Start at the tip of the "boot" on the southern continent,
and go east until you're directly south of the farthest point north.
Terrain: Forest bordering it to the east and south; river nearby flows
out of the mountains to the north and west, through the forest.
Size: Rather small.
Industries: Smithing, some small-scale farming, hunting. They use no
wood in any craft, and gold is viewed as "silly soft stuff",
unfit for any practical use. For this reason, iron is the standard of the
town's currency.
Trade: Import iron, food, and cloth, and export manufactured tools and
carved stone. Some of the world's best masons live in Stonetree.
Government: No real leader, just an elder (generally the oldest and
wisest citizen). Rulership and decision are by consensus.
Culture: Lots of traditions for all occasions, but they don't expect
outsiders to follow their ways.
Relations with other towns: Stonetree is the southernmost of the members
of the Alliance of Ether, a loose affiliation of four towns on the single
continent. The other members are Waveshore (to the west, at the tip of
the boot), Brightsand (in the eastern lowlands), and Windmount (to the
north, in the mountains). As their names suggest, they are deeply connected
with the Four Elements. Tower Ether stands in the center, a monument to
the mutuality of the four villages.
Notes: Extremely loosely based on the cities of Mystic Quest. Stonetree,
of course, is related to Earth. in Stonetree.
Mount Telenar
Location: The tip of the northwesternmost peninsula of Kantir.
Population: The fire-summoners of Telenar, of whom only one is now left,
Mela of Telenar. Except that Mela is away adventuring.
Description: The mountain has an elaborate system of caves inside it,
where the fire-summoners lived, trained, and studied. It was home to an
extensive library and formerly home to the Mage Stone of Fire.
Defenses: The fire-summoners were trained to be martial artists and
to defend the Fire Stone at all costs.
Leadership: None, really, since the mountain is abandoned.
Current Status: After Delinara stole the Fire Stone and Ravon the Earth
Stone, the seal which had been placed on Telenar's volcanic activity was
broken. It erupted (luckily no one was there at the time...or was there
someone?), and has since calmed down, though now the ways into the caves
are blocked, and much of the interior structure has been destroyed.
Thalassa
Thalassa is a floating castle, but not the kind you're probably thinking
of. It floats on the sea, not in the air. The Thalassans are used to strangers
and strangeness, so they're pretty tolerant. They only ask their passengers
that they do something for the castle in return - tend the rooftop gardens,
wash dishes, sweep hallways, that sort of thing. It is an autonomous nation
in and of itself, with a King (feel free to make up a name), a nobility,
a Parliament, and government officials galore. It has never gone to war
with any nation - nor needed to; it can become an impregnable island fortress
simply by sitting in the middle of the ocean. The only drawback about Thalassa
is its lack of direction - nobody controls it, and it has no source of
power, so it just floats along wherever the ocean currents take it. This
makes Thalassa a popular getaway for recluses, criminals, and hermits who
want to escape some sort of shady past. Hopefully, that should be enough
for now, although keep in mind that Daryl's next chapter will also be in
(er, on) Thalassa.
Toren: Toren is now a burning pile of rubble since
it was sacked by T’Sargoth... It used to be controlled by a King. I am
assuming it's being rebuilt. It used to be a fairly important city, with
good commerce, and a really nasty underground.
True North Village (revised) Note: In my original
description I said that there were about 50 people in True North; this
is now very incorrect. There have to be more, otherwise they wouldn't be
able to fight the Technorgs very well.
Location: The corner of the northeasternmost peninsula on the northwest
continent (Kantir) of Nu.
Population: About 200, all humans.
Description: A fairly small village with simple houses (think 600 AD
from Chrono Trigger).
Defenses: The village is surrounded by a wall, with only one gate which
is always guarded. True North has a guard/legion/army, plus most of the
villagers have some fighting skill.
Leadership: The current leader is Deryk DuNord, filling in for his cousin
Neria DuNord while she's off adventuring. The leaders always used to have
magic powers; Neria is the only remaining True Northerner with active magic
powers (Deryk and some others may have latent powers.)
Current Status: True North is going through a time of crisis right now,
as an underground lava tube has just erupted. After getting all the villagers
evacuated, now they have to get back and defend the town from the Technorgs.
Vereen
Location: upper right continent, northwest coast, in the bay.
Environment: Low hills, lots of lakes and fens. Near/at sea-level. The
climate is a cross between the Hebrides Islands (Scotland - Winter) and
Northern Wales (summer). threat level: low/moderate (types and severity
of monsters)
Population: about 30-50, including surrounding areas. The hamlet is
no more than four or five buildings, including a small tavern and a small
shrine.
Race: Triclops (three-eyed humans, third eye is in the center of their
forehead). They are pale skinned but dark haired. A few normal humans.
Vereen is the gathering place for the small community of triclops who
live along the lakes and small islands of the area. They keep to themselves,
being seen as monsters by the superstitious. They fish and raise small
herds of dark sheep. They worship a local water spirit named Nemine in
shrines set up around the waterways. The triclops also navigate the waterways
in flat-bottomed skiffs.
The hamlet is periodically attacked by rampaging humans who blame the
triclops for disease and bad harvests. The triclops are, actually very
skilled healers. They use several types of magic (runemagic, elementalism,
and psi-healing are common). Visionaries and fortune tellers sometimes
manifest and travel abroad, hiding their third eyes.
They get little news from the outside world.
The triclops say that they came here ages ago from another world. Their
homeworld is one of great oceans and seas.
Nu Wasteland
Location: in central area of the Southwestern Continent, west of the
mountains. (This placement also establishes that the weather moves from
east to west on Nu)
Terrain/Climate: Mostly arid with desert-like conditions. Wasteland
is very large.. taking up about half of that continent. Very little life,
very little water. It would be hard for somebody to cross the wasteland
even with plenty of supplies.
Population: Very few humanoid species exist in the area (Centaurs and
Nomadic Humans). There is a rather large population of Peknins though.
Peknins usually only come out at night, and are small, furry, and cute.
They will not attack anything unless provoked. Peknins are known to be
fond of Rast seeds.
Trade: Very few settlements exist in the Nu Wasteland (and I will let
someone else establish their trade); however, one might be able to trade
for unusual items with the nomadic humans. Nomads usually charge high prices
for anything sold to outsiders (especially the more exotic items).
Government: Leaders of nomadic humans, and Local Settlement Governments.
No Nation-States have been established.
Culture: Varies from town to town. Nomads are known to shun outsiders..
and will usually not communicate with them.. unless it is to sell something.
Nomads will rarely leave somebody to die in the wasteland though.
Relations with other settlements: Occasionally, Nomads will visit a
settlement to buy large quantities of some supply. Despite the Nomadic
practice of shunning outsiders, many people look forward to seeing the
Nomads come to town because of the money it brings in. Most other people
at least respect the Nomads because they are the only people surviving
out in the worst parts of the Wasteland.
Other Information: The Wasteland is slowly getting bigger. In about
50 years, the Wasteland will cover 2/3rds of the continent. The Wasteland
only took up about 1/10th of the space it does now 300 years ago.
The Legend: There is a legend of a kingdom that has Wizards that use
very different and more powerful magic than has ever been known. No one
has ever found this kingdom, nor does anyone know if it ever truly existed.
Many people who believe in this myth say that the Kingdom is merely invisible
by some sort of magic. A few historians have found artifacts that *may*
have belonged to this kingdom. These artifacts detail some sort of portal
leading to another realm. One artifact, that has since been destroyed,
depicted a mass sacrifice in the center of a great city.
Waveshore
Location: In the bay NW of Stonetree.
Size: Larger than Stonetree, but not as large as Toren.
Culture: The Nu World's answer to Jidoor, plus a busy port. Mediterranean-style
housing, with statues and fountains in large open areas. Plentiful art
galleries and murals, most depicting ocean motifs.
Trade: Mainly, it gets its money from shipping manufactured goods around
the world. Traders and merchants seem to crop up like flies here, and the
Market Square is one of the busiest, especially at high tide.
Notes: The castle in the harbor is completely unrelated to the town.
In case you're wondering, it's called Thalassa, and it floats around of
it own volition. It just happens to be docked in Waveshore at the moment.
The arrival of a snake-woman and her friend from the southeast is viewed
as simply another "experience", especially in light of the ten-legged
dragon out back. These people, for whom creativity and sensitivity are
keywords, instead of hurling insults or close doors, treat them the same
as anyone else, then make up their own minds as to who they really are.
They're right about 10% of the time.
Windmount
Location: A valley due north of Stonetree, high in a range of coastal
mountains. The valley is a perfect circle (as a result of the Windmounters'
reshaping it).
Weather: Pea-soup fog half the time, gale-force winds the other half.
The lowest points of the valley are the exact Eastern and Western edges,
where a river runs through it; when the wind blows East or West, the valley
feels it, when the wind blows North or South, it gets stopped by the high
mountains, letting fog settle in. The other notable feature about Windmount's
weather is that there are, carved into the mountains, tunnels of various
sizes, from the largest, which is used as the entrance, to pencil-thin.
All of these (except the entrance) are hooked up to elaborate mechanisms
of diaphragms, valves, and airbags, making the entire valley into a gigantic
musical instrument. The wind is channeled across the holes of the tunnels,
making a sound not unlike what happens when you blow over the top of a
bottle.
Population: 2,000. Windmount is a city of philosophers, where everyone
is born with an appreciation for science and rational thought, down to
the lowest soldier or guard. The entryway is carved with statements of
their greatest proofs and theorems, recorded for posterity. The city is
laid out on an exact geometrical plan; the main road heads due north from
the entryway, intersecting the river at the precise center of the valley.
Within this circle are inscribed, in turn, a square, another circle, and
a triangle, with subsidiary circles and triangles intersecting in other
points elsewhere. It is very difficult to get lost in Windmount; street
signs are posted on any corner, and practically every building looks different.
Economy: Windmount gets its revenue from the large number of scholars
who come (for a fee) to research in any of its libraries, to converse with
its most learned elders, and to discuss their latest research. It also
trades the books from any one of its twelve government-owned publishing
houses for food and other such essentials of life.
Government: Windmount is ruled over by a King, a Senate, a Triumvirate,
a Tribunal, a Parliament, or an elaborate bureaucracy, depending on who
you ask. In truth, these are all correct - Windmount politics is a vastly
complicated issue. There is only one man who completely understands what's
going on: an aging professor at one of the Universities, but even he can't
explain it in layman's terms. Suffice to say that out of the 2,000 residents,
over half have a government position.
The Government is, for the most part, omnipotent within Windmount, because
any of its decisions can generally be rationalized logically. For instance,
the adoption of a phonetic alphabet. Social change is a very quick process
in Windmount.
Culture: Leonardo da Vinci meets Pythagoras. 'Nuff said.
Wyvernloch
Wyvernloch is located about 2 miles in each direction from the south
and eastern coasts of the southwestern continent. That area is where the
mountain range ends. The area is filled with rolling hills, and is prone
to fogging. The area, basically, is very Scotland-like.
The community of Wyvernloch is situated around the Castle of the same
name. The community is poor and repressed. An underground movement has
been formed to overthrow the King and nobility. (Think French Revolution
in Scotland.) Note: this immediate events of the revolution will be covered
in Fenris chapters, but updates after that are encouraged.