Difference between revisions of "BotB/The Nationstates of Xuin"
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=== The Tidepool Fields === | === The Tidepool Fields === | ||
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| − | + | To the North (for now), a Multiracial Citystate that acts as a center of Farming and Crafting for the states around it, producing many foodstuffs and a number of magical goods. A substantial military force keeps the peace, backed by a cabal of powerful warlocks, brought up from the people themselves. | |
=== The Planar Hall === | === The Planar Hall === | ||
Revision as of 19:13, 22 August 2018
Nationstates of the land of Xuin, In search of the Fifth Ruler, Heir to the Republic.
This is mostly copied from the Roll20 handout.
Contents
Nationstate of Kynn
The place where our story finds it's beginnings, a small human-primary land of small settlements ruled by a central castle. Home to the Second Ruler, the land has, since their passing which coincided with the destruction of their wonder, fallen into kind of a quiet rut. They grow food and grow old. Lately, with the crowning of Lord Conway, the Guard of Kynn has become... Incredibly distrustful of outsiders. This might be viewed as some form of racism, but they're hardly a human exclusive nation. Just the majority. They also have been having problems with bandits, and people have expressed a dissatisfaction with how Lord Conway does his job. Also there are the rumors that he's working with dark magic.
The Shattered Fresco
Nationstate of Blyn
The Dwarven Mountainhome directly north of Kynn, these dwarves moved here, in a historical show of non-aggression, when pushed out of their lands by the people of Hōji. Instead, they mine the western half of the mountain range that divides the north from the south, as well as guard it's many passes. They have always kept out of the political game, instead just doing their jobs as guards and smiths, forging great examples of weapons and armor, culminating in their greatest work, the Martial Tombs. Their main export and trade is, to be expected, metal, stone, and equipment.
The War Tombs
It could be said that dwarves do not appreciate weapons and armor as much as they appreciate the craftsmanship. The dwarven lineage that lives in Blyn however, love weapons. They love armor. Siege weapons and books on military tactics, they horde as much as they can. The greatest of these collections is the War Tombs. Contained within are the greatest pieces they have ever built, practically peerless, weapons so finely made as to be artifacts. They have never been tested on another creature, but all of them are so fine that their quality is simply unquestionable. Occasionally, items from the War Tombs are given as gifts, ceremonial, to those that understand the draw and power of such objects. The last time the War Tomb was opened was for the crowning of the Fourth Ruler.
Nationstate of Rila
Closest Nationstate to the West, a Human/Merfolk coastal settlement, exports ocean based products.
The Tidepool Fields
Republic of Zein
To the North (for now), a Multiracial Citystate that acts as a center of Farming and Crafting for the states around it, producing many foodstuffs and a number of magical goods. A substantial military force keeps the peace, backed by a cabal of powerful warlocks, brought up from the people themselves.
The Planar Hall
Nationstate of Hōji
Southernmost Nationstate, a Primarily Cat-Folk lordship, with other warm-temperature/mountainous/wetland/volcanic demi-human races. Originally dwarven lands, the citizens of Hoji landed in boats, a large band of refugees. Over time, most of the Dwarves moved north to Blyn, but keep strong ties with Hoji, even though the distance is great. Somewhat fueled by a strong rivalry in metalworks, with their secondary feature being specifically jeweled works. Originally led by the Akuto Family, they have now sworn in a new leader from the Tsura Branch Family.
Earthvein Mountains
One of the wonders of Xuin, a volcanic range dangerously close to Hoji and thankfully a coastal area, The Earthvein Mountains are home to Salamanders, Golems, Elementals, Fire-Element Dragons, Fire Giants, and the Flamebeard Dwarven Lodge. The Flamebeards live in The Caldera, inviting all that can withstand the flames to join them. Their exports all go to Hoji, raw materials they recover from the earth, specifically rare metals and stones that form in the area. The Flamebeards themselves are terrifying fighters, monk grapplers with gauntlets of rock and metal fused to their arms, from literally dipping into pools of lava to search for materials.
Settlement of Rymn
Northeastern-Most Area, A frigid land of arctic tundras and taiga forestlands. Not part of the Republic of Nationstates, they maintain a neutrality granted to them by the First King, who did not wish to see the lands spoiled. Somewhat lived in, somewhat ruled over, and somewhat guarded by a number of nomadic families that trade in animal materials and powerful alcoholic brews to the outsiders.
Silverspring Grove
One of the many wondrous secrets of Rymn, a loose 'village' of Fauns, who live in symbiosis with the strange, semi-magical creatures that populate their grove, kept green and warm by hotsprings. What few, rare visitors they get are treated well as long as they respect the land, and usually leave forgetting most of their experiences, owing partly to the magic of the grove, and partly to the Fauns' masterful understanding of the flora and fauna around them, leading to the development of many powerful... 'recreational substances'.
Fiacla na Déithe
The Godsteeth. yes, this is partly to mess with Situation.
Clans of the Godsteeth
Situated along the oceanside in the northwestern hemisphere, the Godsteeth are less a centralized city-state and more a collective of insular meritocratic clans settled on the steppes/highlands around the massive, warped stone trees that sparsely dot the landscape. The residents are, for the most part, tieflings supposedly descended from the humans who initially settled the region and were slowly changed over the centuries by prolonged exposure to a given tree (although the veracity of these claims is subjective). They tend to be largely insular, both on the political landscape and between their own clans, preferring instead to see to the sustainment of their own villages. The commerce of a given clan varies on a case-by-case basis, but overall the nation's chief export seems to revolve around fishing and masonry/architectural work.
Capital of Mug Ruith
While the vast majority of family and clan settlements are generally no larger than small villages, the largest and most prolific is basically capable of standing on its own as a city-state. The city enjoys a far larger complement of foreign commerce and traffic due to its size and proximity to the coast. Its governing body consists of a leading family and a small council of elected and commercial representatives. Even in light of its' habitually insular people, Mag Ruith has a slowly growing community of immigrants and foreign merchantry. The tree itself is absolutely mountainous, wrought in distorted black stone and easily dwarfing any of its brethren. While the natives' claims that it houses a sleeping colossi are novel at best, a scattered few still claim to have heard it creak as it slowly shifts at night...