Sea of Grass: Difference between revisions

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** [[Hero's Rest]] (2k)
** [[Hero's Rest]] (2k)
** Dain's Stand (1.5k, border of Dainland)
** Dain's Stand (1.5k, border of Dainland)
** Shieldmaiden (1k, w of shield river merge with kaela)
** [[Shieldmaiden]] (1k, w of shield river merge with kaela)
** Merrybranch (1k, central county tsun)
** [[Merrybranch]] (1k, central county tsun)
* Other Towns
* Other Towns
** Alford: (800) UgL on high road, S of Merrybranch. Trying to join with Glass Junction as pocket realm.
** [[Alford]]: (800) UgL on high road, S of Merrybranch. Trying to join with Glass Junction as pocket realm.
** Glass Junction/Far Junction. (200) Fiercely independent town(s) that operate one of 2 ferries. The Glass junction ferry attaches to pre-cataclysm underwater tracks.
** [[Glass Junction|Glass Junction/Far Junction]]. (200) Fiercely independent town(s) that operate one of 2 ferries. The Glass junction ferry attaches to pre-cataclysm underwater tracks.

Latest revision as of 17:14, 5 April 2025

The region of Noefra lying east of Lake Coy'in, the Sea of Grass is mostly rolling grasslands.

Major Nations (250 AC)

Major Cities (250 AC)

Climate

Köppen zone Dfa (humid with hot summer, roughly southern Ohio/Missouri) near Rauviz and Kaelthia, becoming Dfb (Humid with severe winter, no dry season, warm summer, roughly Nebraska/southern South Dakota) as you move further north and east toward the Giant Spine Mountains. Eastern side is wetter than western side, although the shores of Lake Coy'in are quite humid.

Covered in thick verdant grasslands. Soil has been enriched by hundreds of years of careful maintenance in most populated regions, although the outskirts are more suited to cattle and sheep. Small stands of carefully tended trees, with fruit orchards not uncommon in many parts.

Post Winter Wars Political Map

The states with red borders are tentative city-states (or collective regions of towns and settlement) that formed after the kaelthians withdrew after the Winter War.

  1. County Tsun is mostly border farmers, heavily halfling. They've thrown their lot in with the Duarchy of Kotimaa, but are not formally annexed by that nation. They are lobbying Tsun Azur to be their ruler--he hasn't agreed or disagreed as of mid-summer 252.
  2. Lowbridge is the most prosperous of the states, although with trade through the HKR cut off, they're not looking great. But politically, they're the most stable as a merchant republic.
  3. Dainland is a proudly independent nation occupied by those who fled from the HKR as it became more tyrannical. Extremely poor though, since the Sundown Hills and the Ungoverned Lands cut off easy access to external help.
  4. Roark is a stationary bandit state ruled with a heavy fist by a former Fist of the Sun. It claims to be theocratic, but is really just a pocket dictatorship.
  5. The Ungoverned Lands don't have any stable government. There are towns and villages, but they bow to no one outside themselves. And frequently raid their neighbors and any trade passing through.

Detail Map

Ungoverned lands ca 253 AC. Black are sizable towns (>1k), grey are villages (250 - 500). Scratch Space:

  • Rivers are (NW -> SE)
    • Kaela River (big one)
    • Eastwalk River (near bradford)
    • Glasweil River (northern major river)
      • Goldsnake (western branch)
      • North Glasweil (N of shinevog)
      • South Glasweil (along Uulani border)
    • Shield River (southern major river)
      • North Fork of the Shield (to Tysh)
      • South Fork of the Shield (crosses road west of Fuar Uulan)
  • Major towns outside of HKR
  • Other Towns
    • Alford: (800) UgL on high road, S of Merrybranch. Trying to join with Glass Junction as pocket realm.
    • Glass Junction/Far Junction. (200) Fiercely independent town(s) that operate one of 2 ferries. The Glass junction ferry attaches to pre-cataclysm underwater tracks.