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author | AndrewMurrell <ImFromNASA@gmail.com> | 2017-12-25 00:49:40 -0500 |
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committer | AndrewMurrell <ImFromNASA@gmail.com> | 2017-12-25 00:49:40 -0500 |
commit | 778e255106570a7cab68abb5e2a6698daf100247 (patch) | |
tree | a33ef3f29523a78f76c2fc4e20a91789c4061b6d /src/apocrypha/region_theempire.org | |
parent | 0e7425ea2652fedfdf4e3074d515a380a02e725a (diff) |
converted org to md
Diffstat (limited to 'src/apocrypha/region_theempire.org')
-rw-r--r-- | src/apocrypha/region_theempire.org | 120 |
1 files changed, 0 insertions, 120 deletions
diff --git a/src/apocrypha/region_theempire.org b/src/apocrypha/region_theempire.org deleted file mode 100644 index 41f8853..0000000 --- a/src/apocrypha/region_theempire.org +++ /dev/null @@ -1,120 +0,0 @@ -** Regions of the Empire - -Midlands (Etra, Vala, Isla), the Provinces (Midwood, ?), the Colonies -(Cover Islands, ?), and the Golden Road. - -The Empire - -How long has the Empire been around? 111 ages, but how many is that? -Current one is 62 years, but some have been less than a year. - -The best tax records in the oldest provinces say the empire is about -60 generations (or 3000 years) old. The average length of an 'age' is -therefore, about 27 years. The General Edict was given 62 years ago -and has done a better job of keeping the nation running than the -previous code did (the previous Emperor's reign was rife with civil -war). - -**** The Emperor -Emperor Josef IV is the official name for Lady Lizbeth Yates, the -eldest daughter and only remaining survivor of the Yates line. Though -technically, only a man may claim the title of Emperor, few complain -that the Lady Lizbeth legally declared herself a man (or rather, few -who complained about the matter remain among the living). - -*** The Continent -**** The Midlands -North of the Marble Isle -Like the Holy Roman Empire if it were actually in Rome. Very -melting-pot of cultures. High politics, medium magic. - -I need to figure out the bodies of water to get more details. - -Etra, Vala, Isla [transcribe from notebooks] - -Gleimendun is like Constantinople, a second capital of a broken piece -of the Empire. Because it has broken off, the Song of Conquest is -diminishing, allowing more old magics into the land. - -*** The Provinces -**** The North -There is a great difference between the area of the north claimed by -the Empire, and that controlled by the Empire. The only area of the -North (or Chill-Lands) from which the Empire has ever successfully -collected taxes is the southernmost border settlements (of which there -are 12) and Fort North. - -It is often said that a single southern town could more than match the -value of the entire Northern province of the Empire, and that may be -true in terms of wealth or resources, but in reality few forts -anywhere in the Empire can brag the same quality of recruits brought -into the Imperial Legion as from the tiny northern fort and outlying -regions. - -The occasional goliath barbarian or glacier dwarf fighter making their -way south and wanting to try their hands (and axes) at Legion life is -more than enough incentive to keep the fort fully staffed and -supplied. - -**** The Midwood -The Northwestern-most stretch of the Deepwood, this is the most -'civilized' area of that great forest, or at least that most citizens -of the Empire could ever hope to reach. - -Full of elves, gnomes, florans, faunus, halflings, and their kin, the -Midwood is one of the most ethically non-human locations in the Jar. -Regiments of the Empire's military raised from the Midwood are often -called 'menageries' and use strange, but undoubtedly effective, -tactics in combat. - -The ghostwise halflings come from an ancient ruin just outside the -midwood. - -*** The Colonies -**** Cover Islands -Oft beset by pirates and even more often by deadly storms, the Covers -are an expensive and dangerous colony to keep. That said, the islands -remain one of the few places for the empire to acquire rare volcanic -minerals and alchemical agents useful in the development of magical -weapons. - -After the Black Tongues were disbanded in the Empire, many fled to the -islands, where they find, fewer and more lax regulations on their -activities. - -*** The Golden Road - -Running from the Citadel of Ice in the North to the Feet of the Last -King in the South and twisting, diverging, merging, and turning around -all sorts of places in between, the Gold Road is revered as sacred, -and it's tireless, invisible creator worshiped by those who would -seek safety traveling along its many gleaming golden cobblestones. - -The Golden Road belongs to the Golden God, though it is claimed by the -Empire where it overlaps land claimed by the Empire. That said, the -Golden Guides maintain control of the road regardless of the claims. - -You need a Golden Guide for the golden road, or you'll travel 100 -miles and never lose sight of where you started, or worse, you'll go -90 miles to see your destination right ahead of you, then 90 more -without it seeming to get any closer. - -The Golden Guides are either Travel Domain Clerics or (Fiend or -Celestial) Warlocks. Despite the ambiguity, the Golden God himself is -actually an Icon and a Fiend, a powerful one at that, and was involved -in the discovery of the spell which created the tiefling pact. Once a -gnome, the Golden God can be built as a [Gnome (Fine) Wizard 15 -(Transmutation)/Patron 5/Icon 5]. - -The Golden God always needs more gold for the road, and the standing -orders of the Golden Guides are to find and aid parties that can -supply large quantities of gold. The Golden God builds the road -daily, moving it slowly towards an unknown end. - -**** Lair - -The whole of the Golden Road is the Golden God's Lair. The gnome -himself is cloaked in a Perpetual Greater Invisibility spell (via -level 5 Icon power) and can cast *fabricate* at will. - - |