Player's Guide--Nations and Cultures: Difference between revisions

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For a guide to the Gods and their worship, see [[Player's Guide--Gods and Worship]].
For a guide to the Gods and their worship, see [[Player's Guide--Gods and Worship]].
[[File:Noefra-253AC-political.webp|frameless|800x800px]]


== Nations and Civilizations of Western Noefra ==
== Nations and Civilizations of Western Noefra ==
[[File: West-Noefra-250.png|frameless|800px|Political areas of Western Noefra, ca 250 AC]]
===The [[Federated Nations]] Council===
===The [[Federated Nations]] Council===
Established in 204 AC through the actions of the Catalysts (a group of adventurers-turned-heroes), the FNC serves as an opportunity for the four nations (and one tribal group) that occupy Central-Western [[Noefra]] to communicate and solve problems peacefully. Each member nation has two representatives. The representatives from the Wind-walker Goblin Collective chair the council as neutral parties. It is headquartered at [[Fort Hope]] in the central plains along with the [[Adventurer's Guild]].
Established in 204 AC through the actions of the Catalysts (a group of adventurers-turned-heroes), the FNC serves as an opportunity for the four nations (and one tribal group) that occupy Central-Western [[Noefra]] to communicate and solve problems peacefully. Each member nation has two representatives. The representatives from the Wind-walker Goblin Collective chaired the council as neutral parties. It was headquartered at [[Fort Hope]] in the central plains along with the [[Adventurer's Guild]]. In early Autumn 253 AC, as part of the [[Red Death]], the Council's headquarters was destroyed along with many of the representatives. It still exists, but only notionally.  


==== The Adventurer's Guild and Adventurers ====
==== The Adventurer's Guild and Adventurers ====
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Once a part of the [[Council Lands]] and composed of convicted criminals given a second chance, the [[Adventurer's Guild]] has been given to the FNC as the problem-solving arm of the council. Now a voluntary organization that draws from all the nations, it has been given the responsibility to oversee the adventurers and [[Registered Companies]]. Most of the actual adventuring and request-fulfillment is now done by those adventurers in their companies. These adventurers go out and discover new things, handle problems for both individuals and governments, and generally act as the lubricant of Noefran civilization.
Once a part of the [[Council Lands]] and composed of convicted criminals given a second chance, the [[Adventurer's Guild]] has been given to the FNC as the problem-solving arm of the council. Now a voluntary organization that draws from all the nations, it has been given the responsibility to oversee the adventurers and [[Registered Companies]]. Most of the actual adventuring and request-fulfillment is now done by those adventurers in their companies. These adventurers go out and discover new things, handle problems for both individuals and governments, and generally act as the lubricant of Noefran civilization.
The formal organization was disbanded (or at least put on hold) after the [[Red Death]] in late 253 AC. The Companies still exist, but oversight has been lost. Control of the [[Portal Network]] has reverted to the host nations.


====Nations of the Council====
====Nations of the Council====
; [[Asai'ka (Nation)|Asai'ka]] : Located in the central region of the [[Jungle of Fangs]], this wealthy nation has become dominated by religion and money.
[[Asai'ka (Nation)|Asai'ka]]: Located in the central region of the [[Jungle of Fangs]], this wealthy nation has become dominated by religion and money.
; [[Byssia]] : Trapped between the [[Mountains of Night]] and the [[Gap-tooth Bay]], this nation is home to elves and humans. Known for their refusal to worship the [[Congregation]], they are the foremost practitioners of the druidic arts. To the east is the savage [[Blood-thirst Wildlands]]; to the west is [[Auringon]] and the threat of the [[Tlalocana]] lurking in the south around the bay.
 
; [[Crisial Kingdom]] : Founded on the southern shore of [[Lake Coy'in]] from the union of part of the [[Council Lands]] with the [[Horse Clans]] of the [[Lupaus Plains]], the Crisial Kingdom strives to be a shining light to the world, showing the beneficial side of arcane magic, mixed with benevolence.
[[Auringon]]: A small nation of high elves and humans, the Auringon lived in peace for generations on the [[Lost Coast]]. Recently, a wave of refugees fleeing the expansionist [[Tlalocana]] have upset their order. As of 251 AC, they have signed a treaty of union, preparatory to entry into the Council.
; The [[Duarchy of Kotimaa]] : Covering the region to the north of the [[Sea of Grass]] as well as part of [[Kotimaa]], the Duarchy is really two nations, united in their desire not to be ruled by anyone else. From the variegated peoples of [[Godsfall]] to the proud nobles of [[Dreamshore]], the Kotimaans are a sturdy lot with much history (mostly in ruins).
 
; The [[Free State of Rauviz]] : A merchant-run city-state on the eastern shore of [[Lake Coy'in]], Rauviz is a center of trade and has taken the mantle of most cosmopolitan city. All types can be found here, and anything can be bought and sold.
[[Byssia]]: Trapped between the [[Mountains of Night]] and the [[Gap-tooth Bay]], this nation is home to elves and humans. Known for their refusal to worship the [[Congregation]], they are the foremost practitioners of the druidic arts. To the east is the savage [[Blood-thirst Wildlands]]; to the west is [[Auringon]] and the threat of the [[Tlalocana]] lurking in the south around the bay.
; The [[Holy Kaelthian Republic]]: Covering the [[Sea of Grass]] and down into the badlands of [[Moon's Fall]], the wall-builders of the HKR believe in faith and community. A theocratic republic, they believe themselves led by the gods. Their neighbors aren't so sure.
 
; The [[Serpent Dominion]] : The southernmost of the nations of the [[Jungle of Fangs]], the SD is a caste-oriented, very religious nation of humans, half-elves, and [[ophidians]]. They've started expanding into the [[Blood-thirst Wildlands]] to the west across Coiled Rock Bay.
[[Crisial Kingdom]]: Founded on the southern shore of [[Lake Coy'in]] from the union of part of the [[Council Lands]] with the [[Horse Clans]] of the [[Lupaus Plains]], the Crisial Kingdom strives to be a shining light to the world, showing the beneficial side of arcane magic, mixed with benevolence.
; [[Sha'slar Autonomous Zone]] : Theoretically a military dictatorship, the SAZ is the northern of the three nations of the [[Jungle of Fangs]]. In reality, it has little centralization and most of its towns act independently, more like a bunch of allied city-states. Optimistic and welcoming, the SAZ is growing rapidly.
 
; The [[Uulan Confederacy]] : Buried under the [[Ringwall Mountains]] to the east of the [[Sea of Grass]], the UC is a dwarven-dominated collection of clan-holds and associated hangers-on. Traditional and rock-ribbed, the Uulanites dare the waves of change break themselves on their stony selves--they will abide it all.
The [[Duarchy of Kotimaa]]: Covering the region to the north of the [[Sea of Grass]] as well as part of [[Kotimaa]], the Duarchy is really two nations, united in their desire not to be ruled by anyone else. From the variegated peoples of [[Godsfall]] to the proud nobles of [[Dreamshore]], the Kotimaans are a sturdy lot with much history (mostly in ruins). After the [[Red Death]], [[Godsfall]] and the [[Kotimaa|Kotimaan]] regions have almost entirely withdrawn from contact, leaving Dreamshore on its own.
; Wyrmhold : Emerging from nearly 100 years of existential struggle against an implacable foe, the dragonborn, orcs, and goblins of [[Wyrmhold]] have taken to expanding in all directions. The most technologically-advanced nation, the Wyrmholders are focusing most of their attention onto the [[Nocthean Caldera]].
 
The [[Free State of Rauviz]]: A merchant-run city-state on the eastern shore of [[Lake Coy'in]], Rauviz is a center of trade and has taken the mantle of most cosmopolitan city. All types can be found here, and anything can be bought and sold. The [[Red Death]] has basically ruined Rauviz. Its further fate is uncertain.
 
The [[Holy Kaelthian Republic]]: Covering the [[Sea of Grass]] and down into the badlands of [[Moon's Fall Vengeance]], the wall-builders of the HKR believe in faith and community. A theocratic republic, they believe themselves led by the gods. Their neighbors aren't so sure. Note that in 251 AC, they formally withdrew from most of their territory, leaving behind the [[Ungoverned Lands]] and some break-off states behind. They've completely involuted and no longer accept people from the outside.
 
The [[Serpent Dominion]]: The southernmost of the nations of the [[Jungle of Fangs]], the SD is a caste-oriented, very religious nation of humans, half-elves, and [[ophidian]]s. They've started expanding into the [[Blood-thirst Wildlands]] to the west across the West [[Serpent Sea]].
 
[[Sha'slar Autonomous Zone]]: Theoretically a military dictatorship, the SAZ is the northern of the three nations of the [[Jungle of Fangs]]. In reality, it has little centralization and most of its towns act independently, more like a bunch of allied city-states. Optimistic and welcoming, the SAZ is growing rapidly.
 
The [[Uulan Confederacy]]: Buried under the [[Ringwall Mountains]] to the east of the [[Sea of Grass]], the UC is a dwarven-dominated collection of clan-holds and associated hangers-on. Traditional and rock-ribbed, the Uulani dare the waves of change break themselves on their stony selves--they will abide it all.
 
[[Wyrmhold]]: Emerging from nearly 100 years of existential struggle against an implacable foe, the [[dragonborn]], [[orcs]], and [[goblins]] of [[Wyrmhold]] have taken to expanding in all directions. The most technologically-advanced nation, the Wyrmholders are focusing most of their attention onto the [[Nocthean Caldera]].
=== Other Nations===
=== Other Nations===
; The [[Abandoned Clans]] : Dwarven survivors of the [[Cataclysm]] and betrayal, the Abandoned have carved out a niche in the [[Giant Spine Mountains]]. Considered barbaric by most, their society glorifies greed and physical strength.
The [[Abandoned Clans]]: Dwarven survivors of the [[Cataclysm]] and betrayal, the Abandoned have carved out a niche in the [[Giant Spine Mountains]]. Considered barbaric by most, their society glorifies greed and physical strength.
; [[Auringon]] : A small nation of high elves and humans, the Auringon lived in peace for generations on the [[Lost Coast]]. Recently, a wave of refugees fleeing the expansionist [[Tlalocana]] have upset their order. They have also come into contact with the [[Federated Nations]].
 
; [[Khaimal]] : A literal city state, [[Khaimal]] only claims the land within the walls of the formerly-ruined city of [[Hammerhead]]. Xenophobic, these blazing dwarf-cousins refuse all contact with the outside with extreme predjudice.
[[Khaimal]]: A literal city state, [[Khaimal]] only claims the land within the walls of the formerly-ruined city of [[Hammerhead]]. Xenophobic, these blazing dwarf-cousins refuse all contact with the outside with extreme predjudice.
; [[Nighthold]] : A myth. Whispered only among the criminal element of [[Asai'ka (City) | Asai'ka]], this underground civilization of dark-skinned elves supposedly exists under the badlands of [[Moon's Fall Vengeance]].
 
; [[Shinevog]] : Founded by dwarves from [[Fuar Uulan]] who rejected the traditional ways, this city-state in the foothills of the [[Giant Spine Mountains]] believes in progress at any cost.
[[Darkhold]]: A myth. Whispered only among the criminal element of [[Asai'ka (City) | Asai'ka]], this underground civilization of [[Goroesi|dark-skinned elves]] supposedly exists under the badlands of [[Moon's Fall Vengeance]].
; The [[Ship People]] : Dwelling on the islands in the [[Primal Sea]], these are pirates and slavers. They've established a small foothold at [[Marchnad Duu]] at the southern tip of the [[Jungle of Fangs]]; their treaty gives them access but denies them the right to raid or trade slaves there.
 
; [[Tuura Adam]] : The mountain people, this nation of [[jazuu]] lives by their Code in the [[Giant Spine Mountains]]. Not numerous, but skilled, they mainly keep out of the business of the lowland nations.
[[Shinevog]]: Founded by dwarves from [[Fuar Uulan]] who rejected the traditional ways, this city-state in the foothills of the [[Giant Spine Mountains]] believes in progress at any cost.
; [[Zhapai Karmap]]: The Wild Hold, founded in 212 by the [[Wild Cards]] on the site of an abandoned dwarven hold, lives up to its name. It is a haven for those who do not fit elsewhere. Especially if their misfit nature has gotten them in trouble. They extend refuge to anyone who can live up to their few, but exceedingly harsh laws. Considered a rogue state by most other nations for their inability to play nice and accept constraints on their freedoms,
 
The [[Ship People]]: Dwelling on the islands in the [[Primal Sea]], these are pirates and slavers. They've established a small foothold at [[Tarad'am]] at the southern tip of the [[Jungle of Fangs]]; their treaty gives them access but denies them the right to raid or trade slaves there.
 
[[Tuura Adam]]: The mountain people, this nation of [[jazuu]] lives by their Code in the [[Giant Spine Mountains]]. Not numerous, but skilled, they mainly keep out of the business of the lowland nations.
 
[[Zhapai Karmap]]: The Wild Hold, founded in 212 by the [[Wild Cards]] on the site of an abandoned dwarven hold, lives up to its name. It is a haven for those who do not fit elsewhere. Especially if their misfit nature has gotten them in trouble. They extend refuge to anyone who can live up to their few, but exceedingly harsh laws. Considered a rogue state by most other nations for their inability to play nice and accept constraints on their freedoms.
 
== Nations and Civilizations of Eastern [[Noefra]] ==
The [[Jinse Empire]] was the historical ruler of the entire half-continent, but has dwindled since the [[Cataclysm]]. Now best described as "late Roman Empire, but ruled openly by devils, with an East Asian aesthetic." Extremely debauched and corrupt.
 
[[Shaadval]] is the westernmost "settled" nation on the eastern half of the continent. It is the trade hub for the [[Great Eastern Dustlands]] as well as down into the [[Dragonreach]] and up along the edge of [[Shaanti]].
 
[[Ocieli]] is a small nation devoted almost entirely to holding back the expansion of the [[Hagfen]] to the SW. They do so by cooperating with demons.
 
[[Shaanti]] is composed of various provinces of the empire that have rebelled. They and the empire are at constant low-level war.
 
[[Dragonreach|The Dragonreach]] occupies most of the south and west of the half-continent. Ruled by various flights of dragons, it is sparsely occupied by those that serve dragons.
 
[[Dusters]] are the tribes of the [[Great Eastern Dustlands]], varied survivors in a very harsh environment.
 
Very little is known of [[Nirda]] other than the name and that it occupies the north-easternmost area of the continent.
 
The [[Rol'tor Free State]] is a maritime, trade-based state filled with those who chafed at dragon rule.
 
[[Bel's Kush]] is a rarity in the mostly nomadic [[Dragonreach]] -- a settled nation ruled openly by a pair of dragons. Said to be very peaceful and orderly.
 
== Nations and Civilizations of [[Soefra]] ==
[[Ikela]]: One of three human nations in the [[Great Rift]] alongside North and South [[Ithemba]], the nation of [[Ikela]] shares its territory with the [[kalasaa]]. A monarchy with strong religious roots, it is recovering from a deep infection by a devil-worshiping cult. '''Note''': Ikela has no contact with [[Noefra]].
 
[[Ithemba]]: Two nations in the central [[Great Rift]], these nations are connected to the northern continent via [[Portal Network]]. Known for their devotion to the gods, especially [[Kela Loran]], the two have a long and ugly history; while the demonic infestation that consumed the North was cleansed by the [[Southern Heroes]], the land is still recovering. The South suffers from corruption and indolence.
 
[[Kel'tan]]: The Phoenix Empire was long the most isolated nation, hiding behind magical and physical walls. Recent events, including the death of the Emperor and most of his court, have shaken this [[gwerin]] nation to the core.
 


[[Category:Dawn of Hope]]
[[Category:Dawn of Hope]]
[[Category:Player's Guide]]
[[Category:Player's Guide]]

Latest revision as of 19:55, 30 May 2025

For a guide to character creation, see Player's Guide--Character Creation.

For a guide to planar cosmology, see Quick Planar Cosmology Guide

For a guide to the Gods and their worship, see Player's Guide--Gods and Worship.

Nations and Civilizations of Western Noefra

The Federated Nations Council

Established in 204 AC through the actions of the Catalysts (a group of adventurers-turned-heroes), the FNC serves as an opportunity for the four nations (and one tribal group) that occupy Central-Western Noefra to communicate and solve problems peacefully. Each member nation has two representatives. The representatives from the Wind-walker Goblin Collective chaired the council as neutral parties. It was headquartered at Fort Hope in the central plains along with the Adventurer's Guild. In early Autumn 253 AC, as part of the Red Death, the Council's headquarters was destroyed along with many of the representatives. It still exists, but only notionally.

The Adventurer's Guild and Adventurers

Main article: Adventurer's Guild

Once a part of the Council Lands and composed of convicted criminals given a second chance, the Adventurer's Guild has been given to the FNC as the problem-solving arm of the council. Now a voluntary organization that draws from all the nations, it has been given the responsibility to oversee the adventurers and Registered Companies. Most of the actual adventuring and request-fulfillment is now done by those adventurers in their companies. These adventurers go out and discover new things, handle problems for both individuals and governments, and generally act as the lubricant of Noefran civilization.

The formal organization was disbanded (or at least put on hold) after the Red Death in late 253 AC. The Companies still exist, but oversight has been lost. Control of the Portal Network has reverted to the host nations.

Nations of the Council

Asai'ka: Located in the central region of the Jungle of Fangs, this wealthy nation has become dominated by religion and money.

Auringon: A small nation of high elves and humans, the Auringon lived in peace for generations on the Lost Coast. Recently, a wave of refugees fleeing the expansionist Tlalocana have upset their order. As of 251 AC, they have signed a treaty of union, preparatory to entry into the Council.

Byssia: Trapped between the Mountains of Night and the Gap-tooth Bay, this nation is home to elves and humans. Known for their refusal to worship the Congregation, they are the foremost practitioners of the druidic arts. To the east is the savage Blood-thirst Wildlands; to the west is Auringon and the threat of the Tlalocana lurking in the south around the bay.

Crisial Kingdom: Founded on the southern shore of Lake Coy'in from the union of part of the Council Lands with the Horse Clans of the Lupaus Plains, the Crisial Kingdom strives to be a shining light to the world, showing the beneficial side of arcane magic, mixed with benevolence.

The Duarchy of Kotimaa: Covering the region to the north of the Sea of Grass as well as part of Kotimaa, the Duarchy is really two nations, united in their desire not to be ruled by anyone else. From the variegated peoples of Godsfall to the proud nobles of Dreamshore, the Kotimaans are a sturdy lot with much history (mostly in ruins). After the Red Death, Godsfall and the Kotimaan regions have almost entirely withdrawn from contact, leaving Dreamshore on its own.

The Free State of Rauviz: A merchant-run city-state on the eastern shore of Lake Coy'in, Rauviz is a center of trade and has taken the mantle of most cosmopolitan city. All types can be found here, and anything can be bought and sold. The Red Death has basically ruined Rauviz. Its further fate is uncertain.

The Holy Kaelthian Republic: Covering the Sea of Grass and down into the badlands of Moon's Fall Vengeance, the wall-builders of the HKR believe in faith and community. A theocratic republic, they believe themselves led by the gods. Their neighbors aren't so sure. Note that in 251 AC, they formally withdrew from most of their territory, leaving behind the Ungoverned Lands and some break-off states behind. They've completely involuted and no longer accept people from the outside.

The Serpent Dominion: The southernmost of the nations of the Jungle of Fangs, the SD is a caste-oriented, very religious nation of humans, half-elves, and ophidians. They've started expanding into the Blood-thirst Wildlands to the west across the West Serpent Sea.

Sha'slar Autonomous Zone: Theoretically a military dictatorship, the SAZ is the northern of the three nations of the Jungle of Fangs. In reality, it has little centralization and most of its towns act independently, more like a bunch of allied city-states. Optimistic and welcoming, the SAZ is growing rapidly.

The Uulan Confederacy: Buried under the Ringwall Mountains to the east of the Sea of Grass, the UC is a dwarven-dominated collection of clan-holds and associated hangers-on. Traditional and rock-ribbed, the Uulani dare the waves of change break themselves on their stony selves--they will abide it all.

Wyrmhold: Emerging from nearly 100 years of existential struggle against an implacable foe, the dragonborn, orcs, and goblins of Wyrmhold have taken to expanding in all directions. The most technologically-advanced nation, the Wyrmholders are focusing most of their attention onto the Nocthean Caldera.

Other Nations

The Abandoned Clans: Dwarven survivors of the Cataclysm and betrayal, the Abandoned have carved out a niche in the Giant Spine Mountains. Considered barbaric by most, their society glorifies greed and physical strength.

Khaimal: A literal city state, Khaimal only claims the land within the walls of the formerly-ruined city of Hammerhead. Xenophobic, these blazing dwarf-cousins refuse all contact with the outside with extreme predjudice.

Darkhold: A myth. Whispered only among the criminal element of Asai'ka, this underground civilization of dark-skinned elves supposedly exists under the badlands of Moon's Fall Vengeance.

Shinevog: Founded by dwarves from Fuar Uulan who rejected the traditional ways, this city-state in the foothills of the Giant Spine Mountains believes in progress at any cost.

The Ship People: Dwelling on the islands in the Primal Sea, these are pirates and slavers. They've established a small foothold at Tarad'am at the southern tip of the Jungle of Fangs; their treaty gives them access but denies them the right to raid or trade slaves there.

Tuura Adam: The mountain people, this nation of jazuu lives by their Code in the Giant Spine Mountains. Not numerous, but skilled, they mainly keep out of the business of the lowland nations.

Zhapai Karmap: The Wild Hold, founded in 212 by the Wild Cards on the site of an abandoned dwarven hold, lives up to its name. It is a haven for those who do not fit elsewhere. Especially if their misfit nature has gotten them in trouble. They extend refuge to anyone who can live up to their few, but exceedingly harsh laws. Considered a rogue state by most other nations for their inability to play nice and accept constraints on their freedoms.

Nations and Civilizations of Eastern Noefra

The Jinse Empire was the historical ruler of the entire half-continent, but has dwindled since the Cataclysm. Now best described as "late Roman Empire, but ruled openly by devils, with an East Asian aesthetic." Extremely debauched and corrupt.

Shaadval is the westernmost "settled" nation on the eastern half of the continent. It is the trade hub for the Great Eastern Dustlands as well as down into the Dragonreach and up along the edge of Shaanti.

Ocieli is a small nation devoted almost entirely to holding back the expansion of the Hagfen to the SW. They do so by cooperating with demons.

Shaanti is composed of various provinces of the empire that have rebelled. They and the empire are at constant low-level war.

The Dragonreach occupies most of the south and west of the half-continent. Ruled by various flights of dragons, it is sparsely occupied by those that serve dragons.

Dusters are the tribes of the Great Eastern Dustlands, varied survivors in a very harsh environment.

Very little is known of Nirda other than the name and that it occupies the north-easternmost area of the continent.

The Rol'tor Free State is a maritime, trade-based state filled with those who chafed at dragon rule.

Bel's Kush is a rarity in the mostly nomadic Dragonreach -- a settled nation ruled openly by a pair of dragons. Said to be very peaceful and orderly.

Nations and Civilizations of Soefra

Ikela: One of three human nations in the Great Rift alongside North and South Ithemba, the nation of Ikela shares its territory with the kalasaa. A monarchy with strong religious roots, it is recovering from a deep infection by a devil-worshiping cult. Note: Ikela has no contact with Noefra.

Ithemba: Two nations in the central Great Rift, these nations are connected to the northern continent via Portal Network. Known for their devotion to the gods, especially Kela Loran, the two have a long and ugly history; while the demonic infestation that consumed the North was cleansed by the Southern Heroes, the land is still recovering. The South suffers from corruption and indolence.

Kel'tan: The Phoenix Empire was long the most isolated nation, hiding behind magical and physical walls. Recent events, including the death of the Emperor and most of his court, have shaken this gwerin nation to the core.