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Post by TheBigCheese on Jan 26, 2005 12:58:53 GMT -5
this conversation has been going on for FAR TO LONG! It also is far beyond my understanding, and i request that it ends to help stop my confusion. PLEASE!!
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Post by Jongluer on Jan 26, 2005 13:01:26 GMT -5
Ok, Brian it'll stop, btw did you find the answer about Caladon satisfactory?
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Post by TheBigCheese on Jan 26, 2005 13:04:14 GMT -5
Yea i guess that pretty much explains it
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Post by Jongluer on Jan 27, 2005 15:26:06 GMT -5
Fredonia Capital: Freelance Population: Estimate of 4, 000, 000 (25% Human, 23% Half-Elf, 22% Half-Orc, 20% Other, 17% Halfling, 13% Dwarf, 6% Gnome, 4% Elf) Exports: Narcotics, Weaponry, Gems, Slaves, Mercenaries, and Information.
The ideas of freedom are taking a bit far in this confusing land, then again what could be expected from a land run by a thief. The land was not always in the state it is today, at first it was compromised of multiple other countries and lands, but that was 6 or 7 centuries ago, its large coastal area, which is riddled with swamps and coves was very attractive to pirates and smugglers, along with the fact it borders major waterways. The hills and forests also provide excellent hiding places for the man on the run, its transfer from feudal state to lawless land was inevitable. Over time, the multiple scofflaws in the area decided that there should be some sort of order, and protection from the righteous do-gooders of the world. With that idea, many of the crime syndicates, mercenary houses, and pirates formed a militia of sorts where people learned about crafty fighting techniques and tactics. This militia has been the unifying force throughout the nation and is what keeps the small traces of order they call themselves The Shadow Pack due to their unique style of fighting. The land is best known as a place to hire mercenaries, enforcers, and multiple “no questions asked” services. Multiple “evil” religions are practiced throughout the land, and provide the only healing services in the land (kind of ironic isn’t it). The majority of manual labor in the country is provided by slaves, prisoners, and indentured servants, if it weren’t for these poor people the nation would cease to function. Overall, Fredonia, land of cutthroats and cutpurses, is surprisingly prosperous (at least in their type of trade) and will most likely continue to be till existence ends. Industries Due to their government’s lack of organization or law a large number of trades flourish here that would be considered illegal in other lands. Drugs of all types (those that are inhaled, ingested, or some other form of use) are produced in this land, for a multitude of reasons, one is that the land is generally fertile and the temperature is good farming weather allowing for most ingredients to be produced and then processed in refurbished keeps or plantation houses that have stood for centuries that overlook the fields. Since the land was ordered and is run by thieves and brigands it is almost inevitable that weaponry would be highly prized and highly produced in this country, it is said that some of the greatest smiths reside in Fredonia since their skill provides them with protection from the nation’s inhabitants. Gems and precious stones are also mined or brought through the country, though the mines are few, they are well filled, most of the gems are pearls from the sea but emerald and ruby mines dot the hills of the nation. Finally, the two most important trades are slavery and mercenaries. Though slavery has been outlawed in most of the world (if it hasn’t been officially outlawed, it has just not been used in the country), a large number of people captured in Fredonia eventually find themselves being sold off to people and then being paid very low wages (fractions of a copper a week) that the fact that they are not technically slaves is barely noticeable. Mercenaries are the other large person-based commodity, that comes from Fredonia, seeing the profit in living in such a lawless land Mercenaries arrive by the boatloads, most take up jobs at mercenary houses where their services can be rendered at even wider horizons. The most important export of Fredonia is information. With the amount of crime syndicates, and mercenary houses in the nation, espionage flourishes. As a result of this, far more than just criminal dealings occurs in the shadows of the country, world traveling spies come here and a large amount of politics plays out in little known embassies to Fredonia. Due to the coming and going of spies, information is gathered by many, and is sold to the highest bidder or even those who are just considered to be “in the know”.
Life and Society There is very little to be said about Fredonia’s population. Many are those that couldn’t make it in other areas and have come to the nation seeking to avoid capture by other nations, being killed by other criminals, or were actually exiled. All members of the populace are on their own when it comes to surviving in the country, there are very few established places willing to assist people in this endeavor. The only generalization that can be made about the country is that its lack of law has formed a type of order inside its boundaries.
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Post by Jongluer on Jan 27, 2005 15:28:05 GMT -5
Government and Politics Though there is a government in Fredonia, it is so powerless or so apathetic that it is completely ineffective. The true government of Fredonia rests in its wealthiest and most influential members and The Shadow Pack, these two groups, keep a semblance of order in the country for the simple need of it so they can continue on in their chosen professions. In Fredonia, the government mainly handles foreign affairs not domestic, government officials keep other nations happy through use of information and misdirection so to allow Fredonia’s citizen’s exports to move into said other nations.
Power Groups The Windcutters: The Windcutters is an association of powerful pirates who work within Fredonia and prefer that other nations’ navies don’t come close enough to find out all that occurs in the country. Through action but not philosophy, the Windcutters are the Navy of Fredonia, they move through the waters protecting pirates flying the Windcutter flag from lawful pursuit, the group also maintains hidden ports, and also they have been responsible for a large amount of goods that find their way into the country. Due to their position as protectors of the sea, the group wields a lot of power inside of port towns, and some areas farther inland, and as a result their opinions are held high by others.
The Shadow Pack: The long-standing militia of Fredonia is an influential member of the country. The group is widespread and though they are numerically small, they are extremely strong, and well known for their unique tactics that give them advantages over their opponents. Since they’re the only peacekeeping force on land, they are the most important grouping the country, and are well recognized by most members of the populace.
Varlone Crime Syndicate: The Varlone family has existed in Fredonia for many years and is one of the largest syndicates in the world. The family has their hands in multiple trades, including information dealing, smuggling, and blackmailing to name a few. The Varlone family is still controlled by members of the Varlone bloodline and employs a large number of people in the country, as a result of this, the family is respected by the general populace and can sway public opinion in the nation very easily.
Guild of Psionicists: Due to the very nature of psionics it makes for a major tool in information gathering, espionage, and crimes of all sorts. Because of this, the Guild has been able to profit greatly from just being present let alone deploying many agents throughout the country and searching out people with psionic powers inside the country. The Guild’s strangle hold on psionics in the nation allows them a place in the elite of the country giving them much control over what happens in the nation’s future.
Followers of Nerull: Temples dedicated to the God of Death are easily found in Fredonia, and their abundance and their clergy’s strength makes them a force to be reckoned with when inside the nation’s political circles. This group’s other strength is that their study of life and death gives them access to abilities that are hard to find, such as reviving, and healing others (along with their opposites). Due to their abilities the Followers of Nerull are often consulted when the nation makes major domestic decisions, and they are often used to sway some member’s of the nation’s populace to the chosen path.
Religion Religion, is rarely considered by people in Fredonia those that do pray to a deity normally pay homage to gods such as Nerull or Olidmarra, though people following Hextor or Tiamat are not unheard of. Nerull is often considered to be the religion of the general populace for many reasons, since some wish for death, others wish for life beyond death, and some are just thankful to the deity because of the services his clergy provides within the nation.
Major Settlements Freelance: (763, 000) Freelance is the largest city in Fredonia, and its position along the coast has turned it into a major information hub in the north only rivaled by Caladon. Since Freelance is the most frequented of places in Fredonia it is the safest in the nation and serves as the seat of power for a large number of organizations in the nation making it important to nearly every person in the country.
Windcutters’ Rest: (98, 000) This collection of ships and wharfs, is often regarded as a small pit stop by passersby, but to anyone who looks, this is a bustling trading town. Inside the cove where the ships of the Windcutters rest is a small town and collection of warehouses, these places hold a large amount of wares that are sold on many international markets for a large profit. Windcutters’ Rest is of course a very reclusive spot, only allowing entrance to those bearing the Windcutter flag.
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Post by Jongluer on Jan 27, 2005 17:35:12 GMT -5
Frall Capital: Dream World Population: 5, 000, 000 (77% Human, 13% Dwarf, 6% Half-Elf, 2% Elf, 2% Half-Orc) Exports: Manufactured Goods, Heavy Industry, and Psionic Equipment. Named after its founder (the ancestor of its current leader), Frall has existed for 9 centuries, in relative peace. It began upon an island that sits in the center of the Bay of Prophecy (named such because both Frall and every Psionic member of his following saw it in their dreams as they traveled), what started as a few buildings eventually grew out into a sprawling city that covers the entire island, including crevasses that have been molded out of ocean side cliffs. The psionic powered nation spread out along the coast so it would have a more comfortable way to interact with the mainland, and of course to show its power. Frall’s powerful navies and armies are empowered by the nations well of psionic knowledge, plus the staggering amount of crystal and deep crystal found on the island upon which the nation was started. The most amazing part of his army are the spear-like self-propelled crystals that soar through the air raining down psionic energy before crashing in beautiful blasts of energy and shrapnel. Any visitor to the land will have the immediate feeling of being watched, especially if on the island of Dream World. Mainly it is only the coastal plains that deal with outlanders, or those who work in the ports of Dream World, otherwise most people never see those from outside their nation. Also, on top of its xenophobia the entire nation is watched over by The Mind Guard, a group whose job is to make sure no one goes poking their noses into that which they are not allowed. The Mind Guard does this through telepathic powers, and psionic strength, the psionicists found there are the cream of the crop, they are the strongest and they know it, most people fear them, as they should, since the members of The Mind Guard are sadistic and revel in capital punishment. The laws of Frall are very strict, and they are followed to the code or else, most of the time people are tried, convicted, sentenced, and have the sentence carried out before the person can be proven innocent (especially if they are an outlander). The leaders of Frall despise nearly every country, and only tolerate them till it comes time to eliminate them, though Frall has yet to do anything completely offensive in all of its 920 year history, they are supposedly plotting it constantly, and some believe they will do it soon.
Industries Frall’s industries are simple, anything that can be produced in a factory, they make it. The country is rich in raw materials, and through use of psionics they have increased such amounts and their ability to draw upon such, which of course in the long run makes their products shoddy and pathetic, cheap imitations are what some call it. The island-city of Dream World is filled with the sounds of industry, gathering and processing all done on the island the items are collected, produced, and shipped all in one place making it a very effective place. The country is also the largest producer of Psionic equipment, mainly because they have the largest deposits of crystals in the world, which allows them to produce so much. Frall does produce a large amount of weaponry, food stuffs, and other such products, but they use all of this to go to their own military or populace. In Frall, national interest comes first, then international business.
Life and Society Life in Frall is strict, and their society as a whole is disciplined. From a young age people are taught loyalty to the government, and belief in national supremacy, one for all not all for one. The entire nation moves with a group outlook allowing for the large amount of industry to continue to work seamlessly. General living standards are not truly above average like those in Scuro (Frall’s longstanding rival), though the populace does boast high intelligence, they are taught not to be concerned with frivolities and luxuries not even those in political or financial power seem to go beyond basic necessity. The Guild of Psionicists is the exception to this rule, though Psionicists flow like water from a faucet in Frall compared to other nations, they still stand out among the populace, they are treated differently, and normally since they are kept separate at an early age they lose their group mentality and do go about searching for other things, people who come into contact with Psionicists on a regular basis do occasionally grow into a similar mindset but these situations are rare. Many say it is the group mentality and no care for frills attitude of the populace which makes Frall able to have such large numbers of people in such a small area and produce so many products which allow for the accumulation of so much wealth.
Government and Politics Frall is ruled over by an autocrat. The leader of the nation is nearly always a direct descendant of Frall though there are several occasions when such was not the case and the chosen successor was a member of a high-standing military office. The government upholds a large book of laws known only as The Articles and enforces them through the use of secret police, and impressing the ideas of The Articles to the population at an early age. When Frall deals with other nations, which is a rarity, it normally is unrelenting in its dealings, and seemingly unable to make compromises. Despite their massive and unbelievably strong military force, in diplomatic situations Frall rarely tries to remind the nation of their military might, and they always try to avoid actual conflict with a nation. Of course on the occasions when the fight was unavoidable, the defenders of Frall were unbeatable.
Power Groups Besides the government itself (and its many branches) only the Guild of Psionicists holds power in the nation, but the government normally barricades, boycotts, or outright assaults them if they try anything to persuade the people away from anything the government informs them of. (A/N: Mind Guard PrC in development)
Major Settlements Dream World: (4, 500, 000) Island, metropolis, or nation, no matter how one wishes to classify it there is only one term to describe the capital and one actual settlement of Frall, impressive. The island itself is covered in buildings, and factories, and then carved into the rock face of the island are more buildings, factories, docking areas, and mines. The entire place is not only covered but it is well organized, everything though uniform is also easily identifiable, and made for easy access (not for the access of foreigners but for those who live their). Dream World is a sight to behold, it is quite sad that it is truly the only place in the country that exists, since the coastal and mainland areas are all used for farming or military training.
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Post by Avi on Jan 27, 2005 19:19:46 GMT -5
...Dream World...
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Post by Jongluer on Jan 29, 2005 22:00:09 GMT -5
Vandalia Capital: Van Population: 7, 890, 000 (92% Elf, 6% Half-Elf, 1% Human, 1% Mixture) Exports: Art, Produce, Foodstuffs, Crafted Goods, Lumber, and Arcane Lore
The proud Elven nation of Vandalia has a long and rich history originating to ages long past. The first elves were not the Elves that we know today, though they did still live in the land now referred to as Vandalia. The original elves were hardy, intelligent, and particularly powerful, they had begun delving into the Arcane arts at the same time as the other great races though they were not as skilled as Dragons or Giants, they still had large amounts of raw arcane energy, which some say rivaled that of some Gods (many theologists believe that this natural gift for the arcane arts was removed from the Elven people creating the lack of sorcerers among them today). Eventually these Elves left for mountaintops, and many say the Grey Elves are their descendants (if not them). The High Elves quickly arose from pagan rituals to complex studying of the essence of magic. The Elves for a large part of their history were divided, many sects existed, mainly organized by region, ruler, and philosophy, the Elves could never quite organized. Then as the historical battles between Elf and Dwarf began, it became obvious that the well-organized and agreeable Dwarves would eventually triumph over the split Elves. So, a leader emerged, a lowly soldier calling himself Van Dalla rose up from the ranks of the Baron Duvall's army (The Duvallan Barony is located in the general region of the city of Van). He called to his people to form up together, with their many skills they could strike the Dwarves a great blow. To the surprise of many nobles, many common people (who of course were the fighters, mages, clerics, and laborers of the seperate domains) rallied behind this youth, and he a commoner, not a noble, lead the charge against the Dwarves forcing them back into their holds. Van was dubbed King by the nobles, and Baron Duvall gave him his personal city also renamed after the new king. The Age of King Van was a time of growth, a middle class rose, and over time has grown to form the bulk of Vandalia's population, the country spanning organization known as the Mage's Guild was fully sanctioned by King Van and began many different projects that resulted in the Elven Skiff and Elven Airship. By the end of King Van's rule, the Elves were the world leader, this of course has resulted in arrogance and ignorance in recent years. In recent years, the Elves have lost their grandeur, the cities of Caladon, and Doppler have become the centers of commerce and advancement in the world, and the Elves old-style view of the world often hinders them in decision making, most Elves are surprisingly content with their peaceful cities, large amounts of wilds, and lack of action in world politics, though there are still many noble houses that sit and long for the old glory of Vandalia. The Vandalian government is a monarchy supported by a house of lords. For the most part, the monarch makes most decisions and receives advice from the House of Lords when they themselves come to a decision. Most debates last a few decades which of course is not much in Elven standards but does speak that the "Old Man of Alusterus*" is slow moving as well as rigid in their policies. Overall, Vandalia is still stuck in old ways, villages are few and far between, there is only one city (which is a near-metropolis), and their major profit comes from farming.
Industries
Vandalia is by and far a farming country. The Elves long lives and natural tranquility can lead them to do many things in life, but these things are often just small hobbies that are in addition to a major craft. Land in Vandalia is peaceful and receives perfect farm weather so most people in the nation take up Farmer in addition to the many jobs they claim, the large harvest provide more than enough for the country to support itself, so a majority of the crops are sold to other nations for quite a profit. As already stated, Elves pursue many crafts, a large amount of elves work with wood, stone, clay, or metal, producing fine products each one unique, these products fetch a tall stack of gold on foreign markets. Besides practical objects, Elves also spend a large amount of time in artistic endeavors, the fruits of which are sold at high prices. Vandalia being home to verdant forests has resulted in a forestry industry that provides lumber for many places in the world, plus the Elves natural love of nature results in a quick rate of growth for the trees, so many areas can be deforested over and over again! The final industry of Vandalia is arcane in nature, the Elves have always studied arcane magic, and over time they have gathered information on it and they continue to do so, they trade such information to other nations for extremely high sums of money.
Life and Society
Life in Vandalia is peaceful. The people use their long lives to learn many things, when an Elf reaches maturity he is capable in at least one field of study, and normally able to handle himself in several others. Most young adults travel the world learning more about it, until they return to put their knowledge to good use. When they’ve done so for a while they normally invest into other fields of study until they have mastered several subjects. The result of such extensive knowledge and the fact that the Elves put it to good use results in most Elves being wealthy in comparison to the common people of other nations, of course few Elves bother to do anything but live their lives so they normally don’t bother to spend their wealth, though some do. In the end, the Elves are quite happy with their peaceful lives, and most likely will continue to be for many years.
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Post by Jongluer on Jan 29, 2005 22:01:52 GMT -5
Government and Politics
Vandalia is a monarchy, since the Elves have never had this fail them as it has in other countries they see very little reason to change from what they have always done. The ruler is a descendant of Van Dalla, and one of the other Noble Houses, though there have been exceptions (example, Vandalia’s 12th King, King Vanderon was the son of Van the 11th and his wife Elena Silverstrider, a member of the middle class) in Vandalia’s history, the only thing that is a must is that the ruler must be completely Elven. Due to the long lives of Elves, the King does not ascend to the throne at the death of the previous King, but when the King grows weary of bearing the weight of the people upon his shoulders. Kings are trained by observing the court till they reach maturity, and then they are charged with living among the people without royal assistance for 100 years, when this is complete the future King gains the title of Prince and is in the employ of the court, though for the most part a Prince is rarely used within the court. A house of lords advises the King, but the King is not obligated to listen to them, then again it is a fool of a King who doesn’t. When dealing with other countries Vandalia takes a blasé attitude, they generally don’t care much for what goes on in other countries. As long as they’re not threatened in anyway they don’t care.
Power Groups
The Starlit Throne: This is the official name for the Vandalian Government.
Nature Stalkers: Lurking throughout Vandalia are the Nature Stalkers, this group has existed since before Vandalia’s unification, their main purpose is to protect nature in all of its facets and all of its splendor, though this extends beyond Vandalia’s borders. It is here in the nation where they began that they hold to their ideals the strongest. Besides defending nature, they also defend the Elven people, and are respected for such, they’re connections with nature allow them a large amount of knowledge that can be used to assist keep order in the country and choose a good route for the country in international dealings, it is said that no true decision in Vandalia is made till one Nature Stalker has been spoken to about the subject. (A/N PrC in Development)
Mage’s Guild: Though its nexus is no longer located here, the Mage’s Guild was born here and was hired to do a large number of projects for the Elven Government. For the most part, the Mage’s Guild is still a driving economic force in Vandalia, and it still extends its protection services to the entire country. Since it does these things for Vandalia, and has existed here for so long, the Elven people greatly admire the organization and look to them for guidance as much as they do their own government.
House Telthina: Not all in Vandalia are happy with peace, tranquility, and taking a backseat in world politics. The Noble House Telthina has always been one to leap for the glory, and jump at power, and now they see their beloved Vandalia completely powerless in world politics. They want to see Vandalia back on top for a multitude of reasons, though they will never do anything rash such as start a civil war, they do try very hard using their Silver Tongues (A/N: prestige class Silver Tongue of Telthina is under development) to sway people to their cause.
Religion
In Vandalia religion has always been present. The Elves pray to a few select gods, mainly those of nature, and their creator. Religion is normally considered a side hobby to an Elf though and they rarely make it their life’s work.
Major Settlements
Van: (1, 560, 000) This was once a massive bustling city whose population was larger than most countries, but this was back when Vandalia was more than just a large place on a map. Now that Vandalia no longer is involved in shaping the world, the city is dull and only shows shadows of past Elven Glory, a sad reminder of what used to be. The city is still a major point of commerce for the Elves but it truly isn’t what it used to be, nor what it could be.
Important Sites
The Sanctuary: Located deep within the forest of Thailin, rests the Druidic temple known only as The Sanctuary. This place supposedly was created by a strong druid whose name was lost to time, and he built it by communing directly with nature. The Sanctuary does seem to sprout from the ground itself, and those that come here are often filled with a profound feeling of serenity. Druids come here to meditate and learn of the world by communing with the forces of nature, it is hard to do but many people have while here entered a state known simply as Natural Trance where they are directly linked to the spirit of Edar and are able to inform the world of what Edar feels or what will come in the future.
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Post by Avi on Jan 30, 2005 1:52:35 GMT -5
Hey, I read all of that...
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Tatsumi888
WOW! You just got your first magical weapon!
![*](//storage.proboards.com/forum/images/stars/star.png)
Halfling Samurai
Posts: 65
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Post by Tatsumi888 on Jan 30, 2005 2:29:43 GMT -5
Hey, I didn't...
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Post by TheBigCheese on Jan 30, 2005 9:21:43 GMT -5
Hey, I read half...
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Post by Avi on Jan 30, 2005 22:47:44 GMT -5
Fucking christ, Brian, 9:21am?!
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Post by TheBigCheese on Jan 31, 2005 20:58:51 GMT -5
iv been going to sleep at 9 pm ok.... its only cause i was sick or else i would have been watchin stand up comedy
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Post by Avi on Jan 31, 2005 21:32:15 GMT -5
I approach sleep in an all-or-nothing attitude:
Friday-Saturday: 4am to 6pm; Saturday-Sunday: 5am to 5pm; Sunday-Monday: 5am to 6am.
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