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-rw-r--r-- | src/apocrypha/region_theempire.org | 120 |
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diff --git a/src/apocrypha/region_thecentersea.org b/src/apocrypha/region_thecentersea.org new file mode 100644 index 0000000..6db442d --- /dev/null +++ b/src/apocrypha/region_thecentersea.org @@ -0,0 +1,8 @@ +** 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. + + diff --git a/src/apocrypha/region_theempire.org b/src/apocrypha/region_theempire.org new file mode 100644 index 0000000..41f8853 --- /dev/null +++ b/src/apocrypha/region_theempire.org @@ -0,0 +1,120 @@ +** 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. + + |