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+** Regions of the Center Sea
+
+The Center Sea is the beating heart of the civilized world.
+Tributaries from all directions meet and mix here, bringing ships
+together from all the nations of the world, laden with goods and with
+ideas.
+
+
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+** 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.
+
+