Fantasy NES: Sekai II (PreNES / OOC)

Sorry about the absentness lately. Now that I have a 4 day weekend, I'll be able to look over things and post something soon. Likely a country or city-state.
 
Sorry about the absentness lately. Now that I have a 4 day weekend, I'll be able to look over things and post something soon. Likely a country or city-state.

I envy your weekend and I'm excited to read your proposal. I have had absolutely zero nation proposals, except for a possible one from Terrance (though his city-state proposal was perhaps more appealing). This is worrisome. I will definitely need some more nations.

Any word from the wing-flapping poultry? His input would also be appreciated. :)
 
There you go. Name is subject to change.

EDIT, uh, wait, let me work on formatting. This is typical for Notepad.

EDIT2, That should fix it!

~

Gargel, the Rambling (lord_joakim)

Race/Sex: Human, male

Class: Self-Declared 'Apocalyptic Prophet.' Note: I'd prefer a few skills in herbalism, astrology/rune-reading or even theft - whether that be charm, wit, dexterity or sleight of hand. (Read on below.) The guy instigates chaos and instability. I'm not sure of what class he'd be called. You can call him hermit or prophet as simple misnomers, heh. Charisma, wisdom, theft? I'm not going to steal, though. Probably not.

Appearance: 175 cm/60 kg, northern breed, pale skin, fair brown messy hair, eyes are green-brown, he is actually a pretty lad behind the dirt, but wears old rags like the poorest of the beggars. His estimated age is a little older than twenty years old.

Inventory: Rags. And I want a stick. And a plague doctor suit. (See Addendum 1.)

Background:
Spoiler Background :
They call him deranged, they call him heretic, they call him hermit - his wild eyes and jesting nature makes not a twisted tongue more thrustworthy, but whether he cares or knows of his reputation is questionable. He has wild weeks of crazed bellows over marketplaces, screams of distant lands and coming times, he reads the flight of birds and crows and speaks to the people of the divine, asks the stars for answers and the elements for questions. For beware, he says! He is the prophet of a coming time, an hour of reckoning and reconstruction, tremor and trial, death and deliverance.

However, while his appearance and bewildering attitude seems random at best, there might be several kinds of brainwork behind his apocalyptic ramblings. Gargel has been known to trick a few people with sleight of hand and his tongue. To few it is known the story of when he visited the small hamlet of Epsbridge, where his very appearance caused chaos, ultimately having the blacksmith burn down the mill and having Gargel jailed in the baker's cellar. Through unknown means, be it tongue, insane luck or lockpicking, Gargel escaped the village before the captain's guard arrived to clear up the mess.

Gargel's origins are publicly unknown, but in reality he was born in a poor farmstead somewhere north of Suruli. His mother died when he was born, leaving him to help out with house chores from a very young age. His few brothers and his father succumbed to illness, and he was adopted by the county lord. The local priest taught him a few pointers in knowledge and wisdom: An overview of Sekai's history, do's and don'ts with assorted herbs, but most importantly, he taught the child to read old runes and to interpret the star carpet above. Gargel spent his childhood studying the common faith's pantheon and the gods' govern of the realm in his waking hours, as his strict and discontent father shared him no room in the family.

Thus it was such that the county lord never wanted the child, only taking it under his roof due to pressure from the goodhearted priest. Whether it was arranged by the lord or not, when Gargel was ten, he was arrested for petty pickpocketing and sentenced by the county court to spend several decades in a prison in Halomere for discipline. Somewhere along the way, however, he mysteriously managed to escape the prison wagon and began his homeless adult life. He fled into the mountains, where he lived as a hermit for ten years before returning to civilization, estranged and apparently insane.

Whether Gargel remembers this past or not is really only answerable when one knows whether he is truly mad or a genius at the trade of chaos.


Preferred location: Any nation a player owns, but otherwise put me somewhere where there is central organization, hopefully enabling me to spend some time journeying towards a large city.
Spoiler Addendum 1 :
Thomas_Bartholini%27s_beak_doctor.jpg
 
Interesting, lj. Very nice.

And I encourage players to mimic you in posting "north of X region", as you did with Suruli. I will use that info in a potential NPC or some other fluff.
 
Here is what I am thinking character profiles will look like when our world begins (based on your proposals):

Keras Erethin, the Nomad (kkmo)
Human, Male / 5' 9" / ~150 lbs / dark skin, brown hair, brown eyes; decidedly southern
Aspects: Sorcery (3/1), Archery (4/4), Tracking (2/4), Elephant Riding (2/3)
Inventory: [I have decided to only include special items here, instead of forcing players to micromanage things like gloves, rope, and food / I'm still figuring out how to handle money...]
Andilak tribe bow (weak fire enchantment) / Book of Arc'a (no effect, for now)
Description: [insert brief, one or two-sentence description / my goal here is to give a vague, almost mysterious idea, and not give too much away - other players shouldn't really know your background in full, any way]
Keras Erethin is from the human-lands near the Hanajj Dunes. He roams the southern-realms to this day, wearing a Bearsong turban and riding a horse.
Current Location: Hedreki Highlands

This is still a work in progress, but I am thinking of providing characters with "Aspects" as opposed to classes. I feel this will make things more flexible and allow for a greater variety of character types and customization.

The way aspects work is that you are given two numbers per aspect: Talent and Confidence. If your confidence is lower than your talent, you will not be able to use the full extent of your aspect unless you are in grave danger. It essentially means you have potential but require more training or something to improve that talent. Meanwhile, a higher confidence than talent means that you might succeed in an activity of an equal talent level if you simply try. It also means you are on the road to improving your talent, but you haven't quite gotten there yet.

Now, don't misread this. The first and foremost recipe to success is the way you write about your character and what he or she is doing. That said, treat aspects in a similar way a polity would treat factions. Based on your character's description, these aspects drive you and sort of, well, command you. They are the essence of your personality and what you care most about. This takes place in an era in which people are not really multi-faceted Renaissance men when it comes to skills and abilities. So what aspects you have are really your backbone. You can also add aspects or even lose them.

The heart of my comments here are that these are guides and not hard, set-in-stone stats. Before you try to do something, you don't need to ask me, "Do I have enough archery talent to do _____?" That is not how it works. Rather, you write a story about your character doing something, and I will help you continue your story if I need to. And in that process, your character's aspects will only buffer your actions. The exception is if you have a 1/1 in archery, and you say your character is the best archer in the land and shot the head off of a dragon 1,000 feet away. If you stay within what your aspects describe about you, within reason, you will be fine. So this is not meant to be overly-strict or anything. They are more guidelines than anything else, but should serve you well should you obey them.

My thought on what the 1-5 represent was simply the following:

1 = Novice
2 = Skilled
3 = Expert
4 = Master
5 = Divine

There is a learning curve. It will be vaguely more difficult to reach a 5 than it is to reach a 4, for example.

I think this "system" works better than having a set class list with set skills. I didn't care for that in Sekai I and I want to phase it out in Sekai II. I'd rather keep characters, their aspects, and their descriptions as multi-faceted and versatile as possible. Especially considering the high-story nature of our world. This way, you can have an unlimited amount of possibilities in what aspects you have. I will have one for alchemy, herbalism, stealth, theft, and so on.

I don't think I need to clarify what a novice druid can do versus an expert one versus a divine one. I hope players can sort of use common sense. Since our world operates outside of an order-update system, I think it will be easy to approach these issues while we play (if they come up; especially since I will be the one who is continuing a lot of the stories).

Titles. As you can see, the name of the character will also include a "title". In my example character's case, it simply says "The Nomad". These are only fluff descriptors and help us generalize your character if we need to. Not all characters will have them.
 
Here is a sample guild profile. As with everything else, the outline is a work-in-progress:

Smiths of Daiock (kkmo)
Run by Alagir Mithr, a Dwarf
Trades: Armor Smithing (3/3), Mining (4/2), Minor Enchantments (4/1)
Locations: Havas, Borend, Kalokek, the East Agadan Route
Wealth: 170
Force: [this is essentially a description of your "army"]
Ex-soldiers and men of the working blacksmiths, miners who can be called into service as bodyguards or outpost guards
Arms: 3 / 3 companies [current # / number allowed - number allowed represents your guild's manpower]
(Description) The Smiths of Daiock represent a sizable trade influence over the market around the east Agadans. Their smithed armors are found in almost every major city in the region. The Smiths of Daiock have been known to take commissions from polities for crafting hundreds of their enchanted mails, yet this is a lengthy process; these deals have contributed to the expansion of their guild as far as Havas.

In this example, I give a guilds trades and list two numbers. These two numbers are Quality/Efficiency, respectively. A trade with a high quality and low efficiency represents something that can be coveted by other polities or people in general, but that takes your guild a long time to produce. A low quality and high efficiency ranking represents a lesser item or trade that is generally cheaper or lower quality but that you can produce a lot of and potentially sell quickly.

To this effect, Efficiency also represents how efficient your guild members (apprentices, journeymen, whatever, for the more refined trades) or labormen (for stuff like mining, guarding, wood-cutting, services, etc.) are working. So it kind of represents their happiness with your trade. For example, if the Smiths of Daiock sold a polity 1,000 enchanted mails for an insanely cheap price, the efficiency of almost every trade in the guild would drop because your workers would not be happy that their hard work has gone to a polity for a cheap price (so if your best friend is playing Polity X and you want to help his/her military out - well, there will be dire consequences for that). Then, the next time you try to produce goods and expand your guild, you will have a lot more difficulty.

Guilds located in several locations show that they are expanding and can potentially attract more manpower (which could mean more arms and more efficiency for some trades). If a guild expands too quickly, it could backfire and turn into a situation where the quality of a guild's trade decreases. It also means your outposts or guild-houses will be spread thin and you might not have enough arms to protect or guide vital trade routes from things like barbarians and monsters.
 
I am going to post, once again, the example for a country's profile. This is in hopes we will get more polity proposals, since at this point there is only 1 (which has been PMed to me). We will need a lot more player polities to form an interesting world.

Profile template is a work-in-progress.

Kingdom of Blahduria (kkmo)
Ruler: King Blah (Human)
People: Human (80%; primary; dominant political presence), Elf (15%; cooperative; no political presence), Orc (5%; subjugated; occasional slave labor)
Factions: Milkmoonia Peasantry (2/3), Central Realms Eunuchs (4/1), Northwild Treefolk (4/4)
Wealth: 800 / 1,000
Wonders: The Northwild Shrine (good luck in the wild), The Tagadoo Highway (bustling trade passage, frequent travelers)
Military: Seasoned soldiers, Blahtropolis's finest longbowmen, the king's guard, capable necromancers from Xes-Talur, some siege capabilities
Army: 32 companies
Navy: 0 ships (landlocked)
Growth: 20%
The Kingdom of Blahduria is one of the pillar kingdoms of the Central Realms, a loose confederation of monarchies indirectly ruled by the Archmage Therow. Members of the Central Realms enjoy a good deal of wealth and access to trained mages from one of the various schools throughout the grassland kingdoms. In the case of Blahduria, Archmage Therow gave to King Blah several of his finest "Death-Scholars" in hopes that they would contribute to a stable border with the Northwild. However, the Principality of Trela, ruled by Prince Haro, grows weary of the work of these necromancers, accusing Blahduria of disturbing the peace. In addition to this nearby conflict, King Blah must often answer to his kingdom's Central Realms eunuchs, known as Rodo and Feran.

Factions are elements within your polity. You must mind these elements in order to successfully maintain your polity (or at least have it run smoothly). The two numbers listed are Strength and Loyalty. Higher numbers are always better. Factions can be pretty much anything. Perhaps you have a group of court advisers who are particularly devious, but you must keep them around because they have considerable assets. Or maybe on the fringe of your kingdom you have occupied a grove with a group of intelligent fairies. Or perhaps your small Orcish population has gotten a bit larger and are demanding more from your government. There are many variations to factions. High strength and high loyalty means that the faction holds considerable influence but they are more than willing to serve you. Low strength and low confidence is also not a terrible combination: the faction may not want to serve you, but they have little influence. A high strength and low confidence is perhaps the most dangerous combination, indicating a faction with considerable influence that is hesitant to serve you. A low strength and high loyalty faction is an eager-to-serve faction, but one with little current influence.

Wealth: The first number represents the amount of money you generate each "turn". While this game does not run on an orders-update system, we will have turns, which indicate a new chapter in the NES. The second number is the amount of banked gold this polity currently has. Wealth is used to do pretty much anything in terms of improving your polity. You can use it as creatively as you desire. You also need money to buy troops and ships.

Wonders indicate special projects or structures within your polity. Attached to a wonder is the broad "effect" of that wonder.

Military is done similarly to LotRS. Each polity's military will have a different overall description, listing certain elements of your overall military. When you purchase a single company, that company is made up of these various elements when it is grouped in a larger army. Obtaining military elements is definitely possible, and in fact very likely. Since this is a fantasy NES, a wide variety of military elements will be available to you if you can buy, find, tame, or otherwise acquire them. Think of giant lizards, stone golems, soldiers with enchanted armor, etc. etc. etc. Typically, when magic-using or magic-spirited beings are in your description, you will not have a ton of them (that is indicated by such words as "some" or "few", versus "many").

Growth is your growth rate. Just like Sekai I and LotRS, you can invest some of your money, factor in your growth rate, and begin to obtain more wealth per turn.
 
Goldhill (City-State)

People: Dwarf

Ruler: Cave Master Heavy Pick (dwarf)

Livelihood: Mining, Brewing, Smithing and soldering

Names: Boatmurder, place of evil doings, rockslide, cavern of goblins death, mount flat of scenic view, Fort rainbow

Description: The city of Goldhill started because of the simple reason that there was a lot of gold in the mountain it was located and quickly grew in power as the dwarf and goblins across the land flocked to the city for their chance of earning a share in the mountains treasures, today there is still allot of gold in the mount that Goldhill is carved into. However due to the city increase in regulation and administration with the rise of Cave Master and the goblin, dwarven riots not as many dwarves settlers flock to the city and no goblins come at all.

The goblin, dwarven riots where a terrible time in the city history many dwarven citizens were killed and all goblins where driven away from the lands of the city. The riots started as a simply blood feud between a wealthy dwaren and goblin family over the control of a certain section of the mount where gold was practically rich. However in a short time the feud spread across gold hill to form a split between the goblin and dwarves populations of the city and finally on the dwaren feast day of strong sprits the goblins planned to ambushed drunken dwarfs as they returned to their rooms. However the goblins didn’t understand that the sprits in the name of the feast day meant high spirits not the drink sprits and was actually a day for honouring their dwarven god of war who happened to be a very spirited god so all the dwarf the goblins ambushed had weapons on them and when the goblins attacked the dwarfs fought back with just as much strength as the goblins attacked and a riot occurred. The riot lasted over 6 hours with dwarfs rallying themselves under a very strong leader called Heavy Pick and using their strength as a group to chase out all goblins out of the city . Some goblins however fled to a cave up high in the mountain and planed to regroup and fight back for control of the city however Heavy Pick hearing word of this lead an assault on the cave a killed all the goblins with no casualties the cavern from their after was called goblins death in goldhills tradition of naming place, pets and people after events and characteristics related to them and heavy pick was declared ruler of goldhill or Cave master.

Preferred Location: in the Amula mountains near the Mirentia gulf.
 
Hello, and thank you for your post. A few things. First of all, you seem to be lacking a basic grasp of the English language. I am not saying this to be mean, but to tell you that it might be a bit difficult to participate in this NES with your current level of writing. Yet my main problem with your post is not the language. Your idea lacks originality. I get that Dwarves like gold, and I get that Dwarves and Goblins do not typically get along. However, even that cliche idea has various approaches that could, theoretically, be interesting. Yours is not one of them, unfortunately. Your idea seems especially trivial if you consider that the world we are playing in has been through two major "eras" and has experienced 1,000 years of the current era.

While this NES definitely features unoriginal themes, I would like to create an intricate, politically-complicated, and intriguing fantasy world using those themes. I do not see your idea fitting into the overall concept for this NES.
 
Here is the current player list:

Seon (guild)
Kyzarc Fotjage (group)
Adrogans (character)
Haseri (city-state)
merciary (guild)
Terrance888 (city-state or nation)
lord_joakim (character)

Other interested parties who I have heard from:

Ninja Dude
erez87
bestshot9
nutranurse

People I want to join this NES (based on my experiences with them in the past) who have ignored my PMs :D :

Lord Iggy
flyingchicken
ChiefDesigner

And then das, sadly, does not have time.

Hopefully I can get more entries. This NES won't be starting for a while, so there is still time. However, I'd like to at least begin piecing things together in between my studies and writing the next LotRS update.
 
The Ainbridge Commonwealth (Terrance888; City-State/nation)
People: Human (70%; primary; noble political influence; peasantry) / Elf (10%; secondary; seclusive; minor political presence)/Goblin/Dwarf/Orc
Half-Elf (15% Minor Race; Mercantilist Political Influence;Urbandwellers)
Ruler: Lord Protector Haedrin the “Half-Human”
The Delegation (Parliament)
The Human Barons/Elven Princes (High Prince Telibaesetan “The Regreter”)
Livelihood: !!International Trade!! Farming, Domestic Crafting, Fishing, Shipbuilding/Lumber
Names:
Kandorian- Ainbridge, Satisilvas, Rougemonde, Bleulitorum
Orcish- The Orcmarch, Elvenbane, Port de Ain
Human- New Syrt, Elven Glen, “Near Port”/”Far Port”, Serat/Trubat
Elven- “Regrowth” Teligestaeti, “Rejuvenation” Telitiuvieka, “Regret” Telibaesetrdai
The Silent Glens. The Watchful woods.
Half-Elven- Note, other than Rivetwood, which has large groups of humans and some elven migrants, most Half-Elven settlements are still small.
Rivetwood, Ratchetglen, Hammertrees, Glenoak, Aspenspears
(The “Names” are the old dialects used with the common tongue which connects to Sekai’s past)
Description: Ainbridge was named by the during the wars in the 2nd Age by the Kandoran Empire, who used it, prophetically, as a naval base. Ainbrige and its nearby forested lands were treated as worthless of more useful things such as “Tetrahlooniemoon” (Aluminum) or “Penaketrafaleoum” (Petroleum.) However, as the war dragged on they saw the use of building wooden ships, if only to replace casualties closer to the front and to stretch out their wondrous weapons. To this end, they enslaved the elves and forced them to cut down their own forests and shape the wood all across Sekai, but most notably and memorably those of Ainbridge. The Ancient trees fell the the cruel axes the hobbled elves wielded, or the strange contraptions of the Kandorians. Many elves simply committed suicide instead of sacrilege.
Of course, as the war raged all, all living plants on Sekai were reduced to rubble and silt, revived only by the Sekain Relics at the start of the 3rd age. But this act has ingrained within the heart of the Elves of Ainbridge.
The surviving elves were badly traumatized, but they still attempted to tame the reviving forests. It was during this time when the first human migrants from then populous Syr River (a major slave farm area during the High Wars) begun colonizing the still sparsely vegetated coasts.
Needless to say, there was a conflict that the elves slowly lost. They cannot grow their population faster than the Humans can call in reinforcements. Tales of the rich soil enticed many more to Ainbridge. The only reason they survived is the “discovery” of the larger Ainbridge island to the south which brought away some of the migrants, and the splintering of the human’s resolve to “Defile the Forest, Defeat the Elf” into a civil war against each other.
As time goes on, the flow of humans was abruptly replaced by one of Orcs. Orcs started arriving on the island on barely floating rafts and attacked Human and Elf alike. They now had a common foe, but even then they distrusted each other. The battles on this small island raged on as some Orcs reached the Greater Ainbridge, others were defeated, and even a bargeful of dwarven refugees from the Greater Ainbridge try to pillage their way across the island to the other side.
Between the wooden human towns and the wooded elven towns lay small wandering bands of Half-elves. They begun crafting an alliance between the Humans and Elves.
Mind you, the port, the enslavement, the colonization, the human problem, the orc problem and the half-elven resurgence each took at least a century, if not more, to resolve.
Finally organized somewhat, they declared the half-elven fort Rivetwood to be the capital of their Commonwealth and fought back. The Orcmarch was recaptured, then their port of Elvenbane. Soon, ancient elves once again begun crafting boats to chase the retreating orcs, but instead of made from cut trees, they grow them into shape. In a series of battles, the Orc’s Confederated Fleet was crushed, leaving their horde back on the mainland.
Uneasy peace now reigned. There are few elves now, and their descendents were mostly half-elven children. The Orcish traderoutes to their brethren on the Greater Ainbridge were taken over by the Commonwealth. One trade route leads to another as the tentacles of the Commonwealth begun to coalesce and spread…
At the start of the Common Era, this is the situation of the Ainbridge Commonwealth. Rivetwood is now a metropolitian city dominating the rest of the island. Most of the humans were still farmers, with great Barons and local Guild Craftsmen dominating their ranks. The few remaining elves live a hermited life in the remaining regrown great forests, their only necessary tribute is a force of archers against invasion and a constant flow of their marvelous ‘Living’ ships, hinted by some to be of ancient “Kandorian” design.
And then there are the half elves. They are the true rulers of Ainbridge. From the Elves they controlled the Commonwealth’s ships and therefore the trade. From the humans they controlled a large population willing to keep a good living going. The Commonwealth Delegates were almost all Half-elves; Elves mostly were recluse (and they think any discussion less than a week mere prattle anyways), and the humans aren’t interested in debates lasting for days or weeks.
Humans: Baron/Guildmaster->Lords and Masters->Journeymen, Apprentices, and Yeomen->Serfs
Elves: The High Prince of the Elves->The Eldars->The Woodland Sprites->The Forsaken
Half Elves: The Delegation-> The Mercantilist Princes->The Journymen->Human ranks at Journymen/Elven ranks at Woodland Sprites
Preferred Location: Island of Ainbridge, or if all of them are Ainbridge, the medium sized one on the straits.


EDIT: Willing to design more politys!
 
Ajama
People: 85% Elves (dominant in politics, economically, and socially) 15% Humans (slaves, servants, untouchable-esque workers) Dwarves/Gnomes/Orcs/Goblins
Capital: Si-drahal
Government: Feudal Monarchy, with a growing central authority under the monarch
Ruler: Opinnu Dulli II
Livelihood: Most of the peasantry farms crops, while some upper class landowners are beginning to show more interest in growing spices. In the cities silk and textiles are major industries.
Names: Trigizala, Nalaman, Pin, Haraz, Cheheny, Kidaj
Description: Ajama is a country ruled by a haughty class of Elves, who have, through conquest and cunning, conquered the area a few centuries ago. Their origins are likely in the Northwild, but any official royal records say they descended from heaven to enlighten the inhabitants of Suruli Forest. Claiming to be a superior race of Elves, they brutally conquered the previous rulers of the region with unparalleled discipline and unity. Nowadays, little sets them apart from other Elves, other than their immense pride. This pride has even extended down to Elves lower in social status, leading them to believe they are inherently superior to other races. This has lead to the previously socially equal Humans of the region becoming second-class at best, and slave labor at the worst.

The nobility of Ajama controls almost every aspect of the country. Most lands are possessed by them, as are most of the textile and silk production workshops. Yet there is a growing class of merchants, often not of noble birth, that are exporting these luxuries to neighboring lands and growing rich. This emerging class has come under fire as a class of mutts and half-breeds by the nobility. Smuggling has thus risen along with this class, and traders must find cunning ways to get around royal regulation just as much as highwaymen.

The military's leadership, as well as its best troops, are made up by the nobility. Rather complacent and overconfident, the military has become far more used to cracking down on rebellions and inspiring fear to prevent violence, rather than fighting other armies. Still, the traditions of discipline and unswerving loyalty have at least been passed down successfully throughout the ages.

Magic in all forms is largely seen as mystical and religious in some sense. Thus, those capable of magic are viewed with reverence, as well as fear. Dilli II has begun a policy of seeking out and training those adept with magic, hoping to create for himself a small army of divine warriors and protectors of the realm. This policy has only extended to Elves though, and Humans displaying magic abilities have been summarily executed or imprisoned.
Preferred Location: Suruli Forest

This look okay kkmo?
 
You elves would have an allergic reaction if they ever meet one of the Ainbrigite Elves. :p

Your Racial Supremacy v.s. My Regretful Subsistency.
 
Ninja Dude said:
This look okay kkmo?

More than okay. It is a very interesting take on Elves and will be extremely fun to incorporate into the overall world.
 
Reminds me of Lorwyn elves, Ninja Dude, do you play Magic by any chance or is what seems inspired in reality unrelated?
 
I actually did play Magic, but I was never really into the backstory :p I based it more off of like Warhammer 40k Elves, and a bit of just random other stuff.

And in an unrelated note, I am an awful Magic player :p
 
I haven't played Magic in a long, long time. I remember reading about their foray into Eastern mythology. OK, thought I'd post this:

"The World"

Sekai is, obviously, our game world (for now!). It is in Sekai that you will find Humans, Elves, Dwarves, Orcs, and Goblins. Our world is essentially an ancient battlefield that has been blessed with renewed life over the last few thousand years.

sekaid.png

Kandora is a region of dark-skinned humans who control a vast and powerful empire. They are rumored for their honor in war and have supposedly tamed a variety of beasts. Their technology is greater than that of Sekai.

hannibal-elephants.jpg

Tyurial is a republic, but that does not make them tolerant of outsiders. They are obsessed with history and resurrection of the Horaseans. Like Kandora, they are more advanced than the polities of Sekai. Culture is a strange mix between what we would consider Renaissance Russia and medieval China.

goguryobattleabattlescenekogur.jpg

The Raieja are tribes of barbarians (with a culture similar to medieval India). Some are more civilized than others, forming successful polities. The vast Hanajj Dunes and the mountainous Edgelore have largely kept the Raieja out of Sekai (though there are some exceptions). They moreso focus on raiding Tyurial and have little interest in Sekai (which their religion views as a place of great torment).

Demon_Yakshagana.jpg

The Nazo are several different races not found in Sekai. They have been isolated for thousands of years due to geographic and magical features. Not much is known about them.

6876a.jpg
 
The above is just for reference. We will see aspects of the other regions mentioned, but our focus is on Sekai.

Why do the other regions refuse interaction with Sekai?

First of all, there is some interaction. There is a little bit of trade by sea, but it is mostly odd trinkets, artifacts, and some random goods. It isn't anything major because Sekai has little to offer the other regions.

The Raieja view Sekai as a tormented land and their religion forbids them to enter the region at all.

Separating the Tyurial Republic and Sekai is the virtually impenetrable Woodwall, a vast forest which as you move eastward becomes thicker and thicker until it can no longer be passed at all. A variety of winged creatures live beyond that mark, and they essentially dominate the skies (even above the northern sea) and prohibit anything from coming near Sekai. In addition, the lake hosting Terrormine Isle is filled with sea monsters straight from your worst nightmares, something inadvertently (or is it?) left over by the Saviors (the group of sorcerers who spent many years restoring Sekai).

Separating Kandora and Sekai is the Desert of Xas, which is seemingly unending. Its "infinite" nature has been a curse to those who attempt to cross it.

Yet some boats can manage to reach Sekai from Kandora. It is rare, though. Sea monsters roam the Kandoran seas, as well.

(Also: the Raieja are keeping Kandora and Tyurial very busy.)

I should probably add to the map a band-like region around Sekai, which indicates zones that are not habitable or are filled with untamed monsters, horrors, and curses - all of which are courtesy of lengthy wars, hauntings, and the Saviors.

After the High Wars, the larger powers have largely focused on rebuilding their empires and conquering the Far Lands. Sekai is cursed, in their view, and the dangerous geographic features and terrible monsters inhabiting the uncivilized regions are too much even for the great powers.

And there is much you, as players, do not know about the larger powers. They obviously became unstable during the High Wars, and had to focus on preserving their respective governments. There is a lot going on there that you do not know about.
 
Kingdom of Fyirmenedd
People: Dwarf (85%; primary; dominant political presence) / Gnome (15%; secondary; cooperative; proportional political presence) / Human / Goblin / Elf / Orc )
Capital: Griddfyir
Government: Monarchy with Powerful Oligarchic Council
Ruler: Anerryn Fyirspark
Livelihood: Herding, Farming, Hunting, Mining, Trade of Magical Goods
Names: Gryddfyir, Sectreffyn, Yoacwerr, Gennwyddyir, Cadfenn, Caerfyir, Dolenn
Description: With its roots stretching back into the early days of the second age, Fyirmenedd’s earliest historical records speak of it being a small and unassuming delving in the far north. Avoiding the bulk of the combat of the High Wars, the dwarves of the area were content to mine and build. Along with a cooperative population of local gnomes, the migrant dwarves carved out a comfortable and deep home for themselves, far away from their southern homes. This quiet existence began to change towards the latter half of the second age. Queen Elynn, a figure whose name has sense ascended into legend, personally led parties of adventurers out into the war-ravaged regions, surreptitiously removing various treasures and valuable artefacts, both magical and otherwise, from the chaotic grounds of past battles. As more dwarves began to take part in this treasure-hunting pursuit, their accumulated wealth brought great success and prosperity to their kingdom. The actions of Elynn, and her descendants, ultimately became large enough to be noticed by the great warring nations, but by that point the second age was in its twilight, and neither power had the strength to fight what was to them a small gang of battlefield scavengers.

When Sekai was renewed at the dawn of the third age, the magical outpouring had an effect that would forever change the path of these northern dwarves. The massive magical outpouring from various magical items stowed away in the underground hoards saturated the delving, and the lands around it, with magic. In generations following, a bizarrely large number of children in the region were born with magical talents, or ‘The Fyir’ as the locals referred to the phenomenon. The magical saturation of the land drew sorcerers and magi from all directions, many of whom chose to settle in Griddfyir, ultimately spreading their talents to the local population. While many dwarves have been stereotyped as shying away from the arcane in preference for the familiarity of more earthly crafts, the Lords of Fyirmenedd embraced magic in every aspect. Great mage towers were erected above the delving, while profound halls of arcane study were hollowed out beneath the mountains.

In the years since, Fyirmenedd has expanded across the arctic fringe of the Northwild, establishing its dominance across the Koalir Mountains. It is one of the great centers of magical study in Sekai, but despite this, it still has not lost the adventurous spirit that brought its success in the first place. Gryddfyir remains a major center for a wide assortment of treasure hunters- the Lords offer rich rewards in the form of fine dwarven craftsmanship and gold in exchange for arcane relics and trinkets from across the known world.

Many noble families within Fyirmenedd claim Horasean ancestry, and the patriarchs and matriarchs from these notable families constantly jockey for position in the court of the Monarch. Magic use is most common in the elites of the nation, but its effects trickle down to the lowest and humblest members of the society. The vast majority of the dwarves and gnomes who make up the nation’s population are content to live without using magic themselves, but they nonetheless enjoy the huge supply of magical trinkets and tools available to them. At the top of society, however, magic is everything, and magical power even moreso. Fyirmenedd’s culture is actually quite welcoming to several races beyond those from the two majorities- ambition and arcane talent count for much more than language, shape and skin.
Preferred Location: Eastern Koalir Mountains
 
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