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

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


For a guide to the Gods and their worship, see [[Religious Tenets of the Congregation]].
For a guide to the Gods and their worship, see [[Player's Guide--Gods and Worship]].


== Nations and Civilizations of Western Noefra ==
== Nations and Civilizations of Western Noefra ==
The [[Federated Nations]] Council
[[File: West-Noefra-250.png|frameless|800px|Political areas of Western Noefra, ca 250 AC]]
 
===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 chair the council as neutral parties. It is headquartered at [[Fort Hope]] in the central plains along with the [[Adventurer's Guild]].


== The Adventurer's Guild and Adventurers ==
==== The Adventurer's Guild and Adventurers ====
Main article: [[Adventurer's Guild]]
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 taken responsibility for training adventurers and coordinating their efforts to respond to the needs of private citizens and governments alike. It maintains a training facility outside of Fort Hope as well as job boards and representatives in each of the larger towns and cities. Its members get special rates on adventuring goods as well as a centralized place to sell the loot from their adventures. For this service, the Guild takes a 10% cut of the sale of any adventuring item (already factored into the price). Adventurers are free-agents but are expected to respond to general mobilizations or other urgent calls for help.
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.
 
====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.
 
[[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).
 
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 [[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.
 
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 Coiled Rock Bay.
 
[[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.
 
[[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 (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.
 
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.
 
[[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 [[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.
 
== Nations and Civilizations of Eastern [[Noefra]] ==
TODO


TODO: add nation information
[[Category:Dawn of Hope]]
[[Category:Player's Guide]]

Latest revision as of 02:56, 6 November 2023

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

Political areas of Western Noefra, ca 250 AC

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.

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.

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).

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 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.

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.

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.

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 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.

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 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.

Nations and Civilizations of Eastern Noefra

TODO