Difference between revisions of "Lesser Nations"

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(Created page with "Return to Nations <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5"> Baenrl</font><p class="ParagraphText" style="margin-top: 1; margin-bottom...")
 
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leaders.<p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">            </span></span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">National   
 
leaders.<p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">            </span></span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">National   
 
Feat:</span></span><span class="ParagraphTextChar"><span style="font-size: 11.0pt">Waterborn</span></span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">  
 
Feat:</span></span><span class="ParagraphTextChar"><span style="font-size: 11.0pt">Waterborn</span></span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">  
Jaswap</font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">The  
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ancient city of Jaswap has withstood invasion and occupation from a dozen 
 
different nations.  It lay near the edge of the desert, 100 hundred miles east 
 
of the ocean, and 150 miles north of the jungle.  Its people are mostly human, 
 
but accept anyone who has proven that he possesses strength and perseverance.  
 
The actual city of Jaswap has a population of over 300,000.  The city has taken 
 
control of the surrounding cities over the past century, during which they have 
 
managed to stay free of the control of other nations.  Jaswap is the home of the 
 
high temple of Tyrogatore and the birthplace of the Graplore and the Jaswapan 
 
Striker. <p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">            </span></span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">National 
 
Feat:</span></span><span class="ParagraphTextChar"><span style="font-size: 11.0pt">Unarmed Tradition</span></span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">
 
Kendall</font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">Once the center of the Umanin Kingdom, Kendall is now the last semblance of that 
 
nation.  It is a gloomy city where the inhabitants speak of glorious days of old 
 
and of better days that will come.  Only humans are welcome.  The only known 
 
worshippers of the Cult of the Slaughter live here.  The people of Kendall do 
 
everything they can to keep the buildings and their way of life from changing.  
 
The influence of the Umanin Kingdom can be seen in the lands surrounding 
 
Kendall, but only in the city itself is the spirit of that nation still alive.<p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">            </span></span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">National 
 
Feat:</span></span><span class="ParagraphTextChar"><span style="font-size: 11.0pt">Seething Hatred (any race)</span></span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">
 
 
Layraedia</font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">When the cities of Ekarude initially declared themselves independent of the   
 
Layraedia</font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">When the cities of Ekarude initially declared themselves independent of the   
 
Kingdom of Icefia, they were not prepared for the change.  Famine and   
 
Kingdom of Icefia, they were not prepared for the change.  Famine and   
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contact with any except Nomagrok, to whom they are allied, and the kingdom of   
 
contact with any except Nomagrok, to whom they are allied, and the kingdom of   
 
the dwarves, whom are their enemies.  They rarely venture far from the String   
 
the dwarves, whom are their enemies.  They rarely venture far from the String   
Mountains.</span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5"><a href="Lynkeed.htm"><font color="#000080">Lynkeed</font></a></font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">The 
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Mountains.</span>
city of Lynkeed is a stopping point for any travelers going to or from the 
 
Orcish Empire.  It was an Orcish city, until the war of Technology drove the 
 
Orcs from the land.  The city stood under the control of the other races that 
 
chose to stay there.  Since then, it has remained under the control of the 
 
wealthiest merchants of the city.  The Orcs have never tried to reclaim the 
 
city, and no other nation has ever tried to take it.<p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">            </span></span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">National 
 
Feat:</span></span><span class="ParagraphTextChar"><span style="font-size: 11.0pt">Low Profile</span></span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">The 
 
Many Cities of the Great Plateau</font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">Once a kingdom, then the seat of power for the Tinkocracy, the Great Plateau is 
 
now the home to six cities that govern themselves.  Highland, Tsetop, Kup, 
 
Nomsincherg, Tenewton, and Bellin were all once magnificent cities and grand 
 
examples of the heights of technology.  Today, only Highland remains a place 
 
where the technology continues to work and prosper.  The other cities have 
 
fallen back to more traditional ways, although not as far back as to be on a 
 
level with the rest of Habololy.  The cities are autonomous, but generally share 
 
the same system of laws and rules, which date back to the Tinkocracy and the 
 
kingdom before that.  Most nations and races do not visit or trade with these 
 
cities.  They defeated them in the War of Technology and see any further 
 
involvement as corrupting.  For this reason, the cities have little trade with 
 
any land off of the Great Plateau.<p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">            </span></span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar"><span style="font-size: 11.0pt">National 
 
Feat:</span></span><span class="ParagraphTextChar"><span style="font-size: 11.0pt"> 
 
Technology</span></span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">
 
Port Talp</font><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="ParagraphTextChar">After the War of Technology, the twin cities</span><span class="ParagraphTextChar">of Port Talp and Port Palt, which had warred for 
 
centuries, ended their strife and united under one name.  Despite the presence 
 
of both technologists and magic users, the city has slowly grown into the 
 
largest port on Habololy, sporting a population of nearly one million.  A great 
 
bridge connects the two parts of the city, which each sit on a peninsula.  Magic 
 
users dominate half of the city, while technologists dominate the other half.  
 
Port Talp is the home of the high temples of Tfop, and also the home of 
 
Alchemy.  The Alchemists do their best to keep the two halves from open 
 
hostilities against each other.  Port Talp is the main producer of the liquid 
 
used in Epbuls, known as Hael, which makes it both a wealthy and disliked city.</span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar">            </span><p class="MsoNormal" style="margin-top: 1; margin-bottom: 1"><span class="FeatTitleChar">National Feat:</span><span class="ParagraphTextChar">Technology</span><p class="Spacing" style="margin-top: 1; margin-bottom: 1"> <p class="NatioTitle" style="margin-top: 1; margin-bottom: 1"><font size="5">
 
Undrile </font><p class="ParagraphText" style="margin-top: 1; margin-bottom: 1">Once part of the Kingdom of Yellowia, Undrile lies on the southern coast of the 
 
main continent on the east side.  It is a small city of humans and Vass.  It is 
 
the only large port in that part of the main continent and makes its way by 
 
exploiting that fact.  The laws of Tyrogatore govern the city.  The merchants 
 
hold counsel and make any important decisions that affect the entire city.<div style="mso-element: footnote-list"><![if !supportFootnotes]><br clear="all">  
 
 
 
 
 
 
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Revision as of 00:09, 28 August 2019

Return to Nations

Baenrl

The land of the Fire Giants.  Under the faith of Sutyr, the giants have carved out a nation centered on the Desert’s Edge Mountains.  They have conquered and enslaved the surrounding human settlements and are currently laying siege to the city of Jaswap.  There are thousands of Fire Giants in Baenrl, and they follow the lead of the high priest of Sutyr and the current Warlord, who is crowned in trial by fire every five years.  The Destroytian Republic and Thalmeret keep a close eye on Baenrl, as they have had wars with them in the past century.

 

The Barbarian Tribe of the Hills

The few remaining tribes of the hills live in constant threat of the Hill Giants.  These tribes live in the two hill ranges on the eastern side of the main continent.  They once lived throughout these hills and a hundred tribes roamed.  Over the last millennium, the Kingdom of Yellowia has driven the Hill Giants deeper into the hills and away from their lands.  The tribes are no match for hundreds of Hill Giants, and hence have been greatly diminished in size.  The few tribes that have survived are nomadic.  They move away roam away from wherever the giants are going to next.  Their laws are brutal and their society is male dominated.  They dislike and distrust outsiders, especially Yellowians and arcane spellcasters.  They can be found in the worship of the simple deities, such as Habastly, Tyrogatore, and Dedestroyt.

 

The Barbarian Tribe of the North

The barbarian tribes of the north have fared far better than those on the main continent.  The tribes that once inhabited Icefia have been brought into the Kingdom of Icefia.  They are given full rights as citizens as long as they live by the kingdom’s laws, which most are happy to do.  The tribes of the String Mountains have found a great ally in the Frozensky clan.  The tribes trade with, learn from, and teach the dwarves.  They share the lands south of the String Mountains in relative harmony.  Like their southern cousins, the barbarians of the north worship the simple deities: Habastly, Treetop, and Tyrogatore.  The tribes of the north are more trusting of outsiders, and do more trading.  They are not nomadic.

 

The Halfling Communities

The Great Halfling Forest has long been home to hundreds of Halfling communities.  Some are so small that no one even knows that they exist.  Others are the home to a quarter of a million Halflings and other races.  At times in the past, these communities have been united under one goal or flag, but more often than not, they stand as self-governed communities.  Most communities are democratic, with special care being paid to elders.  Two groupings of communities are still ruled by the Woodukes, the last remnants of the Halfling Kingdom from centuries past.

           

National Feat:Crafting Tradition

 

The Islander Tribes

The tribes of the Islanders are numerous.  Nearly every island south of Ekarude has a different tribe of Islanders.  The continent itself has four tribes.  Horarian sailors estimate that over two hundred tribes exist.  Some tribes are very insular and attack any ship that approaches.  Other tribes have been conducting trade with Amatom, Layraedia, and occasionally other nations.  The four tribes of the continent are the largest and most powerful.  One of the tribes, the Nohskites, is known to have many necromancers.  Other than the Nohskites, the other Islander tribes dislike divine magic.  Most believe that using the deities in such a way weakens one’s inner power.  Some Islander tribes have even gone as far as to adopt the beliefs of the Shaman as truth and look to them as spiritual leaders.

           

National Feat:Waterborn

 

Layraedia

When the cities of Ekarude initially declared themselves independent of the Kingdom of Icefia, they were not prepared for the change.  Famine and lawlessness plagued the cities on the northern shore of the continent for years after the declaration.  It was not until the warrior Corbeen Redall defeated all who opposed his lone rule that the cities became safe again.  By the end of his life, Corbeen realized that no one could replace his strong rule and keep the cities he now loved safe.  He instituted a constitution and ordered the formation of a parliament to rule the cities.  That system has been in place for fifty years.  Corbeen also founded the Red Guard of Layraedia, the elite warriors in charge of protecting Layreadia.

           

National Feat:Weapon Master trained

 

Loahk (Land of a Hundred Kingdoms)

North of Hertoplowis, west of the jungles of the elves, and east of Intoria is a near thousand mile stretch of land known as Loahk.  The hills of the giants and the Great Forest create its northern border.  It is a land of temperate climate, of forests, plains, small rivers, and a large plateau.  Although there are more humans than any other race, elves, Halflings, and lizardfolk also call Loahk home.

           

There is no contiguous history for Loahk.  The land has seen so many rulers and wars that no one is quite sure how long it has been this way.  Any histories that a ruler or his line would keep are lost or destroyed when another comes to power.  The archives of other nations make mention of the place going back to the end of the Gnomish Empire in the 12th century BC.  The name of the land comes from the fact that historians of other nations grew weary of having to alter their records and simply began to use a moniker that would cover all instances.

           

The land as it stands in the present day has nearly a million inhabitants split into at least fifteen different governing bodies.  Some call themselves kings, dukes, emperors, governors, or whatever title strikes their fancy.

           

The inhabitants of Loahk are poor by the standards that might be set in Yellowia, Icefia, or on the Dedestroytian Peninsula.  They have little technology, despite having been subjugated by the Tinkocracy during its reign.  Wizards are far less common, as general education in the land is very poor.  Sorcerers and those with noticeable innate talents are often taken by the rules to be used, exiled, or executed.

           

Many religions and cults are present, each looking for a foothold in a great market.  There are even several small cults that appear no where else on Habololy except in Loahk.

 

The Kingdom of Frost

Thehome of the Frost Giants.  They have ruled the mountaintops of the String Mountains for millennia.  Once a kingdom, then ruled over by a warlord, and now a kingdom again.  Their nation has little contact with any except Nomagrok, to whom they are allied, and the kingdom of the dwarves, whom are their enemies.  They rarely venture far from the String Mountains.  


<![endif]>

Jaswapan – “The outsider is for the lion.”