Alberic Strein
2013-11-30, 10:09 PM
Heeeeello playgrounders!
I'm DM'ing a campaign right now and using an old setting from one of my younger days, when I tried to write stuff.
Damnitall I'm still trying, but that's not the point today.
The issue is, earlier works are, almost by definition... A bit immature. My setting uses eight countries, on the continent of Hesphaïlon, and I would like ideas to deepen them accordingly, as to avoid the cliché storm and patchwork world my players might be experiencing right now.
So, in order of size, from largest to smallest (and yeah, I know the names are sucky... I just can't change them anymore)
Description
The largest country, sitting in the middle of the continent, uses an Empire administration.
Geography
Sitting in the center of the civilised part of the world, it boasts no access to the sea, blocked by Luthanon on the east and the north, Mutriach and Podurul on the west and the Shards, the greatest known chain of mountains, on the south. Terrain-wise, the closer to the capital, at the center of the Empire, we are, the more plains abound. The closer you get to the borders, however, forests become more numerous, thicker, and indeed, even work as borders in a number of cases. Danis has nos access to the Sea. The capitol, Wallack, sits in the center of the country and is ran through by the Aspis, the country's largest river. Most rivers originate from the south, from the Shards, and then flow through the country. Those rivers were once borders before the country's unification, and a number of bridges are fortified. Many cities were once principalities and are consequently quite large and well protected. The most notable ones are Riga, a major trading center, and Valmiera, the major ressource of stone and metals. Both are very close to the border.
Economy:
Danaan trade hinges mainly on the export of wheat, since Danis boasts the greatest farms or the civilized world. It used to be enough to make Danis a major trading power. Likewise, Danaan quarries used to bring great wealth to the nation, giving the Danaan trading center, Riga, notable power. However, since two hundred years ago, the nature of trade changed, giving Rhunalian bankers and manufactured goods way more value. However, in times of famine, expect the Danaan economy to regain it's further glory. Imports of exotic and peculiar goods in Danis are rare and mostly reserved to nobles. Likewise, Danaan factured goods don't have a very good reputation and don't export well.
Government:
Danis is an Empire, it's current leader is Albrecht VII. However, only the innermost part of the country is under direct control of the Emperor, the outer rim is held by eight counts, which are infeoded to him, and control the border lands. The wealthiest ones, Riga and Valmiera, hold some mesure of independance, but not a single count is foolhardy enough to go against the Emperor.
Political relations:
Danis views Arhenan as a natural rival, with whom they share a number of similarities. Relationships between the royal and imperial families are rather good, so countries like Rhunalan and Mutriach have better relationships with Danis compared to others. Though Danis, due to it's military might has a tendency to view all nations with contempt. Most notably newer and different ones, like Ultinor and Podurul. In the actual state of things, Danis has no interest in starting a war, and no country with which they share a border has an army sufficient to invade it. Due to a recent war, they have an extremely bad relationship with Luthanon.
Military:
Danaan armies are mainly comprised of heavy infantry. There is a distinction between the Wallackian army, the one directly under control of the Emperor, and the border fiefs' armies, which have their own commanders, but are put under the orders of a single general, chosen by the Emperor for battles. Danis boasts the highest number of men, and needs no mercenaries. Traditionnaly, generals have some combat experience, but are mainly expected to be strategists. Smaller lords, from the border, usually have an habit to lead their troops by example, leaving the general in charge of the overall strategy. Cavalry is mainly used for harassing, relaying messages, and on the fly commandment of the troops.
History:
The legendary Voivode Danis united the different principalities in -20 of the Imperial calendar, through superior military tactics, fear, and religion, the Cult of Fertility, which nowadays is spread through most nations, but has it's main Temple in Danis territory. The Voivode Danis, after uniting the principalities under the name "Great Continental Empire" perished of illness in -10. After his death, the empire exploded, but was soon brought back together by the great Theogonist Leonar, whom devised a spell to redirect the world's blessing, allowing him to control birthrates from the capitol. He was also helped in the second unification war by the old Voivode's troops, united under the banner of his eldest son, Albis I. The re-unified Empire then took the name "Danis" in honor of the now heavy idolized warlord in year 1 of the Imperial calendar.
Description
Second largest known country, boasts strong military power on land, and posesses a decent fleet. Suffers from an antiquated government.
Geography
Arhenan is filled with plains, lakes, old mountains, small patches of forest, mainly on the southern border, and castles. Arhenan itself has access to the sea through it's east and west borders. Luthanon and Mutriach sit beyond it's southern border, even more south sits Danis. Rhunalan sits beyond the northern border. The capitol, Artwain, is usually without a governor, the six other major cities, where the Grand Dukes reside usually hold the political power. Artwain remains however, the premiere center of trade of the kingdom.
Economy:
Arhenan is mainly autonomous for it's wheat needs under normal circumstances, but not enough to export en masse, and due to it's central position, it's ports are usually well furnished with goods from all-around the world. Trade routes by land also link the eastern and western sides of the continent, which prove quite profitable for Arhenan. The country's revenues are however tempered by their reliance of imported goods for high quality, exotic, or artful crafts. Goods only nobles can afford and most people will only see pass through their villages.
Government:
The kingdom is one in name only, it's King, Ruler of all Arhenan died ages ago and was never succeeded, since then, a council of six Grand Dukes rule the country. The most important ritual of the kingdom, The Crowning, happens based on calculations so obscure and arcane not even a handful of people truly understand them. On such occasion, one of the Grand Dukes is crowned High Seneschal, is empowered to lead from the capital, Artwain, but not sit on the throne, for a duration determined, once again, by obscure calculations. There is a ceremony called True Crowning, which allows one to become the new King of the kingdom, but requires nigh impossibles prerequisites and so hasn't been attempted in a century, let alone succeeded.
Political relations:
The view Danis as a rival, enjoy some good relationships with most nations except Rhunalan, which they desire nothing more but to conquer.
Military:
The army works under the concept of ban and bannermen, with a pyramidal system. The King calls his Grand Dukes and retainers, which in turn call their retainers, vassals which call their own vassals and so on. This mean the army is mainly made of men at arms, which are barely trained and equiped. For the most important battles, it is not unusual for serfs to be conscripted in a calculated risk and taken from their lord's fields to fight, often with little more than a spear. Nobles, given the title of knights, fight atop mighty warhorses, proficient with every known melee weapons, trained, and sometimes even bred, for battles. Titles and lands are won through feat of arms as much as thanks to shrewd politics. Besting an Arhenan knight in full armor and armed with his weapon of choice is a serious feat many skilled veterans fail to accomplish. This elite, however, is not even a tenth in number of the total army, while still being famed to be able to best even the rest of their army in open battle. With such might, Arhenan is highly expansionist, and devoured bit by bit Rhunalan, until the latter developed extremely effective defenses using a particularity of the terrain, which proved perfect to nullify the knights. Without such support, the rest of the army would have to suffer losses so great in serfs new conquests become prohibitive. Likewise, to the south, the peculiar terrain of both Luthanon and Mutriach makes conquering those countries impossible. It's not that the Arhenian army is ineffective, it's that it conquered everything until only the unconquerable remained. An expansion through sea was considered, as their navy is quite potent, the second or third greatest in the known world, actually, but any operation of great importance has yet to see the light of day. Their army, likewise is either first or second in the known world. Nobody knows how a fight between Arhenan and Danis would turn out, as the two countries had no opportunity to meet each other in battle... Yet.
History:
Arhenan was formed around the same time as Danis, and with a seemingly resembling situation. One leader emerged to unite the then warring nobles and form it into a kingdom. The kingdom is one in name only, it's King, Ruler of all Arhenan died ages ago and was never succeeded, since then, a council of six Grand Dukes rule the country. Arhenan has now existed for over two hundred years in this fashion.
Description
Rhunalan is a kingdom, technically the third largest, it differs however from Danis and Arhenan in that it's not a continuous territory but a continental empire.
Geography
Rhunalan has very few lands left in the mainland, and would actually be categorized with the smaller kingdoms if it's numerous northern colonies weren't counted. Indeed, Rhunalan is the nothernmost country and the only country owning colonies. It's southern border is shared with Arhenan and is one of the few completely artificial borders in the known world, since it's a line of defense designed thirty years ago by a former Prime Consul to stop Arhenan incursions. It worked and stands as the border since then.
Economy:
Rhunalan deals in quantity and profit. Their ships can bring forth every type of goods in the world, and it's banks can proclaim guarantees and loans which prove invaluable to merchants. Colonies are taxed heavily, trade routes through the sea are subject to a Rhunalian tax, the bankers weild as much power as the now rare nobles. By general rule, if something brings money to Rhunalan, the country will put as much pressure on whatever is it to squeeze as many ressources as possible. Rhunalan is the wealthiest country thanks to the power of it merchant fleet, it's exotic goods from the colonies, and it's taxes on every ship which pass through their controlled territory.
Government:
Rhunalan is ruled by a king, it's closest associate, the Prime Consul, is chosen among it's greatest retainers. Merchants hold more power than nobles in the country, and indeed are such a boon to the kingdom that the king takes great care not to upset the Rhunalian guilds. More expendable, the undue role of reigning them in and earning their ire is the Prime Consul's work. A prime Consul doesn't usually stay in power for long.
Political relations:
Rhunalan hates Arhenan with burning passion, would like to annex Hujiran and Ultinor, but feels wholly unconcerned with the rest of the countries and more "continental" affairs.
Military:
Rhunalan boasts the world's best fleet by a nice margin, but has little in the way of land power. It's troops are usually lightly equipped, with an emphasis on ranged combat, and are often more suited for ship-to-ship battle. The one exception is the famed southern border guard, their only elite troops, armored and armed with cutting edge technology.
History:
Rhunalan used to be a rather large nation until Arhenan started annexing provinces one after another, a situation which only stopped recently. Pushed north by the Arhenan troops, the seat of power changed, leading Rhunalan to expand through the sea towards distant isles. As early as two hundred years ago, Rhunalan posessed numerous colonies, though their empire extended considerably since then.
Person of note:
Rhunalan is known for three things, one being the now deceased Prime Consul Dunlach Mariavan, whom single-handedly designed thirty years ago the line of defense along the southern border and put an end to the Arhenian incursions in Rhunalian territory. He went on to pass numerous bills which federated the kingdom, centralised power and promulged free trade while up till then, mercantilism had been omnipresent in the Rhunalian center of trades. Mariavan theorized that crushing all opposition in trade routes before they had time to properly come onto their own would only make the country's economy rot and wither. Mercantilism, however, is still extremely present. Just slightly less. He was also known for his lax attitude towards colonies ruling themselves, easing the administrative hassle such a colonial empire tends to be, and avoiding great losses of human life through poor planing or inadequate laws. As he put it himself "As long as bills are paid on time and the common law is respected, I see no reason to pester the governors." he was also extremely swift in reminding governors which didn't do their work properly how expendable they were. Mariavan, recognized as Rhunalan's second greatest man, held his position for fifteen years, an unprecedented feat in Rhunalian history, and perished fifteen years ago, when an assassin infiltrated his chambers. His successor, Landavar Ithul, proved to be everything Mariavan was, except better, but didn't keep his newfound position for long, disappearing two years after his ascension to power.
Description
Mutriach is the oddest and oldest kingdom in the known world, and defined by it's highly nocive environment and stunning capitol.
Geography
Mutriach is located at the eathernmost of the continent. It has borders with Arhenan at it's northern border, Podurul at it's southern, Danis at it's western, it boast the third greatest continuous superficy of all countries, but almost the least habitable terrain. For reasons unknown, and certainly magical in nature, Mutriach is for the most part a giant marsh called the Rotting Forest. Decrepitude is everywhere, eating at materials and eroding even bronze. A few settlements exist, and many tribes manage to survive in the swamps, constantly besieged by the rot, the monsters, the fiercest of the whole continent, and raiders. There is a single city protected from the Rotting Forest, Malan, the capital. An ancient magical barrier, eliminating all rot from inside the city, and preventing, the marsh spores from entering, surrounds the largest, and most magnificent city in the continent. Malan is the jewel of the continent, the place for artists, poets and architects. Hanging gardens are designed, with paths delimited by walls of never-withering flowers, arches of vines, marble statues holding instruments which softly play as the wind courses through them, fountains sporting elegant nymphs of such quality that the stone of which they are formed seems to become cloth, flesh and face under the hands of the artist which built them. They spew water in such thin quantities they form rainbows over them, messing with the onlooker's sense of perspective to make the nymphs seem to be moving, the drops, as they hit the floor, ring on the worked materials, letting out the faintest of melodies, sometimes, the wind will blow just right, and a soft gay, playful laughter will leave the nymphs' lips.
Economy:
If Rhunalan deals in profit, Mutriach deals in fun. Mutriach owns on of the few large ports on the eastern side of the world and beneficiates greatly from trade, explaining it's wealth and it's expense of foreign goods, a number of them having no choice but to transit through this port. Mutriach also benefits for it's standing as patron of the arts and inventivity, investing in projects which, more often than not, result in great results. Mutriach also "trades" artists, lending talented men and women to nobles from different countries against a hefty sum. Tourism of their capitol, even with their peculiar terrain, and thanks to it in many cases, is also a great source of revenue, since nobles pay really well to be protected on the way in and out, and spend without counting when finally arriving inside the capitol, often dubbed the world's capitol. Also, since Mutriach is home to monsters found nowhere else on the continent, trading in remains of such monsters and in permits to hunt the more dangerous ones is popular.
Government:
Mutriach is governed from the capitol, and Malan itself is divided in four district, the notrhern one is held by House Duessel. The west by House Westin (yeah, I know), the south by house DeCapulettes (yeah, I know) and the east by house Lordin (yeah...). The center of the capital, with the higher, sometimes litteraly, lodgings is held directly by the king, Aurel III.
Political relations:
Aurel II, the current king, leaves most of his counts handle the affairs in the capital, and as a skilled diplomat, mainly turns his attention towards foreign affairs. For that reason, Mutriach oddly enjoys good relationships with the other countries, being fond of Hujirian, Luthanian, Podurian and Ultinan goods and enjoying good royal ties with Danis and a few Arhenian Grand Dukes. Mutriach is unique in that it can boast having absolutely no fear of being invaded while being simultaneously completely unable to invade and thus enjoys relaxed relations with it's neighbours.
Military:
Mutriach has very little in the way of military, though the king has an efficient praetorian guard and every noble is taught in the art of fencing and battle, and is likely to own some peculiar and effect goods to help him in that prospect. Such forces are however highly insufficient to protect a kingdom. It's real military strength comes from it's terrain. Indeed, most armies would be unable to fonction properly in the Rotting Forest by itself with it's noxious emanations and terrible monsters, yet to make matters worse the marsh is home to many sorcerors and necromancers, whom find the Rotting Forest to be spiritually attuned to the realm of the dead, and thus a possible gateway between planes. The necromancers are totally unconcerned for anything not related to their research but take exception to being ordered and having their place disturbed by a marching army. Hence, they can't be used for offensive purpose, but will come out of their hiding places to chase away intruders. Most necromancers also happen to be most useful to the tribes living in, or passing through their territories, granting a relative but welcome protection from whatever lurks in the marsh against some daily necessities and rare books.
History:
Mutriach was founded in the wake of the third mage wars, which ravaged the known world with magical powers never seen since. It is entirely possible the continent was reshaped during said war and it is most certainly the reason for Mutriach's peculiar terrain. After such destruction, most of the people living in the now nocive land left to migrate towards more accepting nations. Yet, a core of men and women remained, declared independency, and created the kingdom of Mutriach, using the powers of the now almost extinct all-powerful sorcerors to create an oasis among the Rotting Forest. Quickly Malan took shape and worked to gain glory equal the former nations'. Such nations disappeared one after the other, some were conquered, annexed, other broke up into smaller ones after violent unrests, but Mutriach survived and prospered. And still does today.
Person of note :
One person of note in the country is Mael the Wyrmslayer. Mael wasn't by birth, anything more than a horse tender from a nomadic tribe which often came through Mutriach. However, he fell in love with the tribe leader's younger sister, when he made his plea to marry her, he was turned away "When you bring me a wyvern's head, insolent fool!". He wasn't supposed to take things litteraly, but he did. The quest took him years. When he finally succeeded in killing a wyvern in single combat, for love, he had already become subject to a number of tales, stories and soon tragedies. As the nomads were nowhere to be found, and in the corrosive environment, his wyvern head soon rot. For a number of years he tried to time his wyvern slaying with the arrival of his old tribe, without success. When finally one of his allies told him of a way to preserve the head, upon returning to his tribe, he was turned away once more, the chief refusing to acknowledge the words he said back then. Mael's story would not come to an ending so fast however, his would-be bethroted's older sister found her elder brother's behaviour inacceptable, took her younger sister and youngest brother with her, left the tribe, and settled in Malan with Mael, who would soon develop feelings for her, and marry her instead of his original betrothed. The story is extremely popular in Malan, due, mainly, to the heroes of the story residing in the city itself, but is known throughout the country.
Description
The nomadic clans of the south east, which fight a losing battle against the desert.
Geography
Podurul's territory is peculiar in that, while it's usually endless plains, which stop only in the north as the Rotting Forest starts, to the east as the ocean clashes against the cliffs, to the west, as forests become more prominent and mark the border with Danis, the south is a desert, unforgiving to all life. And each year, the desert expands.
Economy:
Due to it's unique topography, Podurul prospers thanks to it's export of horse and horse related goods, and merchant caravans which travel through most continental countries. Podurul is not a wealthy kingdom and thus only ever imports wheat and other necessities when suffering from famine.
Government:
Podurul is known for not really having a government. The family is the most valued concept in the Podurian ideology. Individuals are organised in families, which are organised in clans, which meet once every solstice to discuss matters, then each go their way. Podurul is the only country comprised mainly of nomads. Most Podurians belong to one of the two great schools of thoughts in Podurul. The way of the cloud and the way of the tree. The way of the cloud claims to have the most rationale and realistic approach towards the expanding desert, to leave as the desert comes, eventually migrating and mingling with other nations, preserving their traditions through their clanic structure. The way of the tree claims that running away will not stop any problem, for all they know the desert will keep expanding forevermore, and will create a number of new issues, like their reception in other countries, the difficulty to preserve traditions, and the like. Members of the way of the cloud handle foreign affairs, trying to maintain good relationships and trade with the other countries, while the way of the tree handles internal affairs, trying to keep the desert and monsters at bay. The monsters in Podurul are way less dangerous than the ones lurking in Mutriach, but better organized. Monstruous evolutions of insects are the more common, and while they are not inherently vastly superior to humans, their organization is enough to shame many armies. The concept of Vendetta is revered throughout Podurian culture. A monster killing a man will have the whole clan going after him. The rules for vendettas against humans are much more complicated and set by members of the way of the cloud, to avoid a neverending war against other nations, and even a total civil war.
Political relations:
Most countries don't see Podurul as a nation, and different clans will have different standings with, and opinions on, different countries. The way of the cloud, however, tries to have Podurul internationaly recognized and to better the relationships between Podurul and it's neighbours. To it's great dispair, the most open neighbour is Mutriach, which has no way to accept Podurian refugees and no land to give them.
Military:
While there is no standing army, each clan is armed and they will unite under the banner of the Vendetta. The Podurian warriors are often mounted, proficient with bows, axes and spears and form a mobile force useful for harrassing, whittling down and eventually breaking enemy morale and hunt the fleeing enemies. Podurian are not known for their mercy.
History:
Podurian history is transmitted only through songs and tapestries, it speaks of a time when the plains expanded to the horizon, of numerous isles next to the coasts with which they traded, and how Podurian people proudly stood up to any enemy, remaining mostly unconquered. Not much more is conserved.
Description
A merchant republic ruled by Guilds boasting endless forests and the second greatest capitol.
Geography
Luthanon is mainly comprised of thick forests. Unlike Mutriach this terrain is not nocive and could be habitated, but is, for the most part, not. Because the capital, a normal sized city on the surface, holds a wealth of caverns and mines, which, with it's unique topography and ressources, allows numerous workshops and activity limited neither by day nor night. Carrian, the capital, is dubbed the city that never sleeps for this reason and is the world's best provider of masterwork weapons and armor. Yet, Carrion is only the second largest city, being dwarfed, even counting it's subterranean surface, by Malan. At the westernmost of the continent, Luthanon has borders with Danis at the east, Arhenan at the north, and is blocked by the Shards at the south. Unluckily, Luthanon has few exploitable beaches and not even one single port with the capacity to accept large vessels.
Economy:
Luthanon imports quite a lot of ressources, but is most famours for exporting goods of peerless quality. Carrian is the world's best provider of masterwork weapons and armor. Luthanon revolutionized warfare by inventing the full plate, which ironically, is not used by most of their own troops, but has brought them great wealth and has access to materials most nations can only dream to posess in such quantity. They depend largely from land trading since they have no large ports.
Government:
Guilds hold the power in the country and are not afraid to flaunt it, being at least as intrusive as Rhunalan's guilds on the economy. Since most of the country's power is centralized in Carrian, a council can be assembled on extremely short notice, which makes the country more reactive than you would expect a merchant republic to be.
Political relations:
Due to a recent war with Danis, the two countries have very strained relationships, Luthanon sees every one of his neighbours as a possible conqueror, which in Danis' and Arhenan's case is not exactly wrong, and is looking for a way to defend itself from their army should they attack en masse. They also feel a strong rivalry with Rhunalan.
Military:
Luthanon also has the most famed army, not because of any recent exploits in warfare, but because their conscripts are sent as mercenaries throughout the world and more often than not distinguish themselves in battle. Often thanks to their experience and superior armament.
History:
Three hundred years ago, after a strong turmoil in the western side of the continent, Luthanon wrestled independency from a now defunct nation, which was devoured on the north by Arhenan and on the south by Danis. Luthanon remained independent since then. Thanks to it's easily defended position, Luthanon only had one invasion in recent history, the only time during which all conscripts were called back to the mainland to fend off Danis. Progress in Luthanon territory meant cutting away the forest, which, with the constant harrassing by Luthanon's highly trained troops proved to be an impossible feat. After a few month of small, indecisive battles and realising no decisive victory was in sight, Danis signed a non-agression treaty and stopped it's invasion. No war was started against Luthanon since then.
Description
A new nation, which could be best defined by the word "Heretical".
Geography
Ultinor is the southernmost country and has no direct borders with other countries, the Shards being impossible to pass through. Likewise they have an always expanding frontier east. The majority of their terrain is never ending plains.
Economy:
Ultinor trades in exoticism. Ultinor is extremely different from all other nations, boasting superior mathematical and medecinal knowledge, as well as a distinct architecture and handicraft, which is highly sought by Mutriach's bored and curious nobles, whom are always eager to pay, and pay well, for particularly ingenious and beautiful crafts. Due to it's poor relations with Rhunalan, Ultinor designed ships which could transmit a huge number of goods through even modestly sized ports, and thus can dock in Luthanon to afterwards transit by land. Which allow Ultinor to avoid trade taxes from Rhunalan.
Government:
Ultinor is a trimocracy, an unprecedented government type. It has three leaders at a time, one the leader of the sea, is in charge of trade and foreign relationships with the elder countries. The leader of men is in charge of cities, courts and police, while the leader of the land is in charge of expansion, relationships with the other sapient-species and the moving frontier. Those leaders are elected among property owners, by property owners and can apply for one of the leader's seat depending on which type of property he/she owns. There is however a litteraly iron-clad rule (as in, it was really graved upon a plaque of bronze and then clad in iron) that the leaders must be elected not for their wealth, but for their love for the nation and overbearing sense of honor. A wealthy owner with a tarnished reputation can not be elected.
Political relations:
Ultinor is also unique in that it benefits from positive relationships from non-human creatures, commonly known as monsters, but which reacted surprisingly well to human arrival on their shores and helped them settle. Some monster clans are hostiles, of course, but most are not only sentient but aware of how much can be gained through contact with their new neighbours. The relationship is extremely good Mutriach and Ultinor, even more since Mutriach was always rather trusting and supportive of the settlers and non-intrusive. Relations with Rhunalan are bad for the same reasons those with Mutriach are good. Rhunalan views Ultinor as a colony, and the settlers take exception to that.
Military:
Due to their hot environment, most of Ultinor's troops are lightly armored and wield curved, and sometimes sickle weapons to inflict maximum damage against such lightly armored enemies common in their lands. Due to their relative youth, there is not yet a strong military tradition and most of their fighting power on land is comprised of militias of armed and determined settlers.
Their fleet rivals Arhenan's, though most of their ships are unusual and weren't tested in a real naval battle.
History:
Ultinor is the youngest country, barely two hundread years old. As the Cult of Fertility, as well as nationalism was growing, more and more people started to not fit in the mold that was being created in the countries. The situation grew more and more difficult, the "dissidents" at one point forming a country inside their own country. Negotiations were called for, and an audacious plan was formed. Since they did not fit in their own countries anymore, a bet would be made. Rhunalan lent ships, Mutriach funds, and humanity went to answer what had become it's oldest unanswered question. What is south ot the Shards? Those never-ending mountains, which at the time, nobody had ever went beyond. Going through the east and the Podurian Desert was suicidal, but what about going by sea, through the western side? Each country was eager to get rid of their dissidents, the dissidents were eager to form their own, Rhunalan was interested in the investment, and Mutriach was interested in what ideology would be born out of the dissidents' ideas. So the greatest adventure in the history of mankind was started, and surely enough succeeded. Unlike what the Podurian feared, south of the Shards, on the western side, there was no desert, but unending plains, most like what was pictured in the eldest Podurian tales. The new country was successfully founded, a name was decided, Ultinor, and the capital was called Minoto, the abridged version of "door to the future" in the language the dissidents, now the Ultinians had come up for themselves. Civilization, grew, prospered, and came in extremely short time to rival in fleet and trade ability the country which would have seen them as a colony, Rhunalan.
Description
The magician island.
Geography
A small, rocky island north east of Rhunalan.
Economy:
Most war mages in formation are trained thanks to transportation devices allowing them to travel long distance and accomplish lucrative missions for the Hujiran Academy, mostly reconnaissance and assessment of monster tribes. Though the main source of revenue are the products of the technical courses younger students go through. Indeed magic allows the creation of otherwise impossible goods. Most of the most striking sights in Malan are a creation from magi, for example. Still, a specific order exists in the Hujiran Academy, which specializes in "Non-magical magically created goods" which provide for peerless handicrafts which fetch a hefty price. Also, since magicians don't usually use normal ships for their most special works, they avoid the Rhunalian tax, which angers the greedy country, but makes for unbeatable value for money ratio. Rhunalan is forced to use indirect means against such unfair trade conditions, since they know better than messing with an island full of trained war mages.
For this I detail out what sort of economy does the country have, what does it import and export? Where are its major trade centers? What sort of economic level are the majority of its citizens at? Fill this out and it will greatly help you get a feel for what it’s like to live in that country, which translates to helping the PCs get a feel for where they’re at.
Government:
Standard institution, the Headmaster is the head of the state, the vice-principal is his yes-man and gives orders to the rest of the staff.
Political relations:
Bad with Rhunalan, which regrets their old trade, indifferent with everyone else.
Military:
War mages coupled with fast transportation devices make for a fearsome combination which outweights their small number.
History:
Hujiran is barely even a country. Over two hundread years ago, magicians came to Rhunalan's court, which at the time, was having a hard time funding it's army against Arhenan. And bought an island against an outrageous sum of money. On said island, Hujiran, they founded the Hurjiran Academy of Higher Research of the Misteries of Before and Forever. Only particularly obnoxious magicians use said name however, most people referring to it only under the name of Hujiran Academy. The Academy itself is but a gigantic tower, housing the world's largest arcane library. It serves as headquarters, for all academies throughout the world, even though a significant part of magicians don't consider Hujiran their country. The Hujiran Academy itself is in charge of training children with uncanny magical powers who need special care, or whom were born on the island itself. The formation lasts ten years, after which most go to different academies through the world. The only young adults learning at the Hujiran Academy are those who aim to become war mages, an asset during war times, the most renowned mages of all, and even mayber the defenders of the island should another country try to invade it. They are trained thanks to transportation devices allowing them to travel long distance and accomplish lucrative missions for the Hujiran Academy, most of reconnaissance and assessment of monster tribes. The Headmaster is tasked with the protection of one of the very very few known Tomes of Eldritch Lore, the Necronomicon, fabled to be able to instantly turn any worthy mage into a master of the necromantic arts, and any unworthy one into a vessel. Lately however, the Headmaster was murdered, a feat considered impossible, the Necronomicon stolen, another feat thought impossible, and the Academy was thrown into a civil war to elect the next Headmaster. A tragedy which proved to be highly valuable, however, as the prices for magically crafted goods shot through the roof.
PHEEEEEW that's it! I need to get copies of that sort of thing so I don't have to spend hours rewriting it...
And now, time for the fugly map drawn under ten minutes, but which should still help a bit seeing the configuration of things. Done with a mouse.
http://img15.hostingpics.net/pics/589967FailMap2bis.jpg
The dots are the capitals. Luthanon's is almost completely hiddent right of the upper curve of the 6 and the 8, Hujiran, is barely visible, on the island north-east of the 3.
1 Danis
2 Arhenan
3 Rhunalan
4 Mutriach
5 Podurul
6 Luthanon
7 Ultinor (they don't have the full superficy under control)
8 Hujiran
I'm DM'ing a campaign right now and using an old setting from one of my younger days, when I tried to write stuff.
Damnitall I'm still trying, but that's not the point today.
The issue is, earlier works are, almost by definition... A bit immature. My setting uses eight countries, on the continent of Hesphaïlon, and I would like ideas to deepen them accordingly, as to avoid the cliché storm and patchwork world my players might be experiencing right now.
So, in order of size, from largest to smallest (and yeah, I know the names are sucky... I just can't change them anymore)
Description
The largest country, sitting in the middle of the continent, uses an Empire administration.
Geography
Sitting in the center of the civilised part of the world, it boasts no access to the sea, blocked by Luthanon on the east and the north, Mutriach and Podurul on the west and the Shards, the greatest known chain of mountains, on the south. Terrain-wise, the closer to the capital, at the center of the Empire, we are, the more plains abound. The closer you get to the borders, however, forests become more numerous, thicker, and indeed, even work as borders in a number of cases. Danis has nos access to the Sea. The capitol, Wallack, sits in the center of the country and is ran through by the Aspis, the country's largest river. Most rivers originate from the south, from the Shards, and then flow through the country. Those rivers were once borders before the country's unification, and a number of bridges are fortified. Many cities were once principalities and are consequently quite large and well protected. The most notable ones are Riga, a major trading center, and Valmiera, the major ressource of stone and metals. Both are very close to the border.
Economy:
Danaan trade hinges mainly on the export of wheat, since Danis boasts the greatest farms or the civilized world. It used to be enough to make Danis a major trading power. Likewise, Danaan quarries used to bring great wealth to the nation, giving the Danaan trading center, Riga, notable power. However, since two hundred years ago, the nature of trade changed, giving Rhunalian bankers and manufactured goods way more value. However, in times of famine, expect the Danaan economy to regain it's further glory. Imports of exotic and peculiar goods in Danis are rare and mostly reserved to nobles. Likewise, Danaan factured goods don't have a very good reputation and don't export well.
Government:
Danis is an Empire, it's current leader is Albrecht VII. However, only the innermost part of the country is under direct control of the Emperor, the outer rim is held by eight counts, which are infeoded to him, and control the border lands. The wealthiest ones, Riga and Valmiera, hold some mesure of independance, but not a single count is foolhardy enough to go against the Emperor.
Political relations:
Danis views Arhenan as a natural rival, with whom they share a number of similarities. Relationships between the royal and imperial families are rather good, so countries like Rhunalan and Mutriach have better relationships with Danis compared to others. Though Danis, due to it's military might has a tendency to view all nations with contempt. Most notably newer and different ones, like Ultinor and Podurul. In the actual state of things, Danis has no interest in starting a war, and no country with which they share a border has an army sufficient to invade it. Due to a recent war, they have an extremely bad relationship with Luthanon.
Military:
Danaan armies are mainly comprised of heavy infantry. There is a distinction between the Wallackian army, the one directly under control of the Emperor, and the border fiefs' armies, which have their own commanders, but are put under the orders of a single general, chosen by the Emperor for battles. Danis boasts the highest number of men, and needs no mercenaries. Traditionnaly, generals have some combat experience, but are mainly expected to be strategists. Smaller lords, from the border, usually have an habit to lead their troops by example, leaving the general in charge of the overall strategy. Cavalry is mainly used for harassing, relaying messages, and on the fly commandment of the troops.
History:
The legendary Voivode Danis united the different principalities in -20 of the Imperial calendar, through superior military tactics, fear, and religion, the Cult of Fertility, which nowadays is spread through most nations, but has it's main Temple in Danis territory. The Voivode Danis, after uniting the principalities under the name "Great Continental Empire" perished of illness in -10. After his death, the empire exploded, but was soon brought back together by the great Theogonist Leonar, whom devised a spell to redirect the world's blessing, allowing him to control birthrates from the capitol. He was also helped in the second unification war by the old Voivode's troops, united under the banner of his eldest son, Albis I. The re-unified Empire then took the name "Danis" in honor of the now heavy idolized warlord in year 1 of the Imperial calendar.
Description
Second largest known country, boasts strong military power on land, and posesses a decent fleet. Suffers from an antiquated government.
Geography
Arhenan is filled with plains, lakes, old mountains, small patches of forest, mainly on the southern border, and castles. Arhenan itself has access to the sea through it's east and west borders. Luthanon and Mutriach sit beyond it's southern border, even more south sits Danis. Rhunalan sits beyond the northern border. The capitol, Artwain, is usually without a governor, the six other major cities, where the Grand Dukes reside usually hold the political power. Artwain remains however, the premiere center of trade of the kingdom.
Economy:
Arhenan is mainly autonomous for it's wheat needs under normal circumstances, but not enough to export en masse, and due to it's central position, it's ports are usually well furnished with goods from all-around the world. Trade routes by land also link the eastern and western sides of the continent, which prove quite profitable for Arhenan. The country's revenues are however tempered by their reliance of imported goods for high quality, exotic, or artful crafts. Goods only nobles can afford and most people will only see pass through their villages.
Government:
The kingdom is one in name only, it's King, Ruler of all Arhenan died ages ago and was never succeeded, since then, a council of six Grand Dukes rule the country. The most important ritual of the kingdom, The Crowning, happens based on calculations so obscure and arcane not even a handful of people truly understand them. On such occasion, one of the Grand Dukes is crowned High Seneschal, is empowered to lead from the capital, Artwain, but not sit on the throne, for a duration determined, once again, by obscure calculations. There is a ceremony called True Crowning, which allows one to become the new King of the kingdom, but requires nigh impossibles prerequisites and so hasn't been attempted in a century, let alone succeeded.
Political relations:
The view Danis as a rival, enjoy some good relationships with most nations except Rhunalan, which they desire nothing more but to conquer.
Military:
The army works under the concept of ban and bannermen, with a pyramidal system. The King calls his Grand Dukes and retainers, which in turn call their retainers, vassals which call their own vassals and so on. This mean the army is mainly made of men at arms, which are barely trained and equiped. For the most important battles, it is not unusual for serfs to be conscripted in a calculated risk and taken from their lord's fields to fight, often with little more than a spear. Nobles, given the title of knights, fight atop mighty warhorses, proficient with every known melee weapons, trained, and sometimes even bred, for battles. Titles and lands are won through feat of arms as much as thanks to shrewd politics. Besting an Arhenan knight in full armor and armed with his weapon of choice is a serious feat many skilled veterans fail to accomplish. This elite, however, is not even a tenth in number of the total army, while still being famed to be able to best even the rest of their army in open battle. With such might, Arhenan is highly expansionist, and devoured bit by bit Rhunalan, until the latter developed extremely effective defenses using a particularity of the terrain, which proved perfect to nullify the knights. Without such support, the rest of the army would have to suffer losses so great in serfs new conquests become prohibitive. Likewise, to the south, the peculiar terrain of both Luthanon and Mutriach makes conquering those countries impossible. It's not that the Arhenian army is ineffective, it's that it conquered everything until only the unconquerable remained. An expansion through sea was considered, as their navy is quite potent, the second or third greatest in the known world, actually, but any operation of great importance has yet to see the light of day. Their army, likewise is either first or second in the known world. Nobody knows how a fight between Arhenan and Danis would turn out, as the two countries had no opportunity to meet each other in battle... Yet.
History:
Arhenan was formed around the same time as Danis, and with a seemingly resembling situation. One leader emerged to unite the then warring nobles and form it into a kingdom. The kingdom is one in name only, it's King, Ruler of all Arhenan died ages ago and was never succeeded, since then, a council of six Grand Dukes rule the country. Arhenan has now existed for over two hundred years in this fashion.
Description
Rhunalan is a kingdom, technically the third largest, it differs however from Danis and Arhenan in that it's not a continuous territory but a continental empire.
Geography
Rhunalan has very few lands left in the mainland, and would actually be categorized with the smaller kingdoms if it's numerous northern colonies weren't counted. Indeed, Rhunalan is the nothernmost country and the only country owning colonies. It's southern border is shared with Arhenan and is one of the few completely artificial borders in the known world, since it's a line of defense designed thirty years ago by a former Prime Consul to stop Arhenan incursions. It worked and stands as the border since then.
Economy:
Rhunalan deals in quantity and profit. Their ships can bring forth every type of goods in the world, and it's banks can proclaim guarantees and loans which prove invaluable to merchants. Colonies are taxed heavily, trade routes through the sea are subject to a Rhunalian tax, the bankers weild as much power as the now rare nobles. By general rule, if something brings money to Rhunalan, the country will put as much pressure on whatever is it to squeeze as many ressources as possible. Rhunalan is the wealthiest country thanks to the power of it merchant fleet, it's exotic goods from the colonies, and it's taxes on every ship which pass through their controlled territory.
Government:
Rhunalan is ruled by a king, it's closest associate, the Prime Consul, is chosen among it's greatest retainers. Merchants hold more power than nobles in the country, and indeed are such a boon to the kingdom that the king takes great care not to upset the Rhunalian guilds. More expendable, the undue role of reigning them in and earning their ire is the Prime Consul's work. A prime Consul doesn't usually stay in power for long.
Political relations:
Rhunalan hates Arhenan with burning passion, would like to annex Hujiran and Ultinor, but feels wholly unconcerned with the rest of the countries and more "continental" affairs.
Military:
Rhunalan boasts the world's best fleet by a nice margin, but has little in the way of land power. It's troops are usually lightly equipped, with an emphasis on ranged combat, and are often more suited for ship-to-ship battle. The one exception is the famed southern border guard, their only elite troops, armored and armed with cutting edge technology.
History:
Rhunalan used to be a rather large nation until Arhenan started annexing provinces one after another, a situation which only stopped recently. Pushed north by the Arhenan troops, the seat of power changed, leading Rhunalan to expand through the sea towards distant isles. As early as two hundred years ago, Rhunalan posessed numerous colonies, though their empire extended considerably since then.
Person of note:
Rhunalan is known for three things, one being the now deceased Prime Consul Dunlach Mariavan, whom single-handedly designed thirty years ago the line of defense along the southern border and put an end to the Arhenian incursions in Rhunalian territory. He went on to pass numerous bills which federated the kingdom, centralised power and promulged free trade while up till then, mercantilism had been omnipresent in the Rhunalian center of trades. Mariavan theorized that crushing all opposition in trade routes before they had time to properly come onto their own would only make the country's economy rot and wither. Mercantilism, however, is still extremely present. Just slightly less. He was also known for his lax attitude towards colonies ruling themselves, easing the administrative hassle such a colonial empire tends to be, and avoiding great losses of human life through poor planing or inadequate laws. As he put it himself "As long as bills are paid on time and the common law is respected, I see no reason to pester the governors." he was also extremely swift in reminding governors which didn't do their work properly how expendable they were. Mariavan, recognized as Rhunalan's second greatest man, held his position for fifteen years, an unprecedented feat in Rhunalian history, and perished fifteen years ago, when an assassin infiltrated his chambers. His successor, Landavar Ithul, proved to be everything Mariavan was, except better, but didn't keep his newfound position for long, disappearing two years after his ascension to power.
Description
Mutriach is the oddest and oldest kingdom in the known world, and defined by it's highly nocive environment and stunning capitol.
Geography
Mutriach is located at the eathernmost of the continent. It has borders with Arhenan at it's northern border, Podurul at it's southern, Danis at it's western, it boast the third greatest continuous superficy of all countries, but almost the least habitable terrain. For reasons unknown, and certainly magical in nature, Mutriach is for the most part a giant marsh called the Rotting Forest. Decrepitude is everywhere, eating at materials and eroding even bronze. A few settlements exist, and many tribes manage to survive in the swamps, constantly besieged by the rot, the monsters, the fiercest of the whole continent, and raiders. There is a single city protected from the Rotting Forest, Malan, the capital. An ancient magical barrier, eliminating all rot from inside the city, and preventing, the marsh spores from entering, surrounds the largest, and most magnificent city in the continent. Malan is the jewel of the continent, the place for artists, poets and architects. Hanging gardens are designed, with paths delimited by walls of never-withering flowers, arches of vines, marble statues holding instruments which softly play as the wind courses through them, fountains sporting elegant nymphs of such quality that the stone of which they are formed seems to become cloth, flesh and face under the hands of the artist which built them. They spew water in such thin quantities they form rainbows over them, messing with the onlooker's sense of perspective to make the nymphs seem to be moving, the drops, as they hit the floor, ring on the worked materials, letting out the faintest of melodies, sometimes, the wind will blow just right, and a soft gay, playful laughter will leave the nymphs' lips.
Economy:
If Rhunalan deals in profit, Mutriach deals in fun. Mutriach owns on of the few large ports on the eastern side of the world and beneficiates greatly from trade, explaining it's wealth and it's expense of foreign goods, a number of them having no choice but to transit through this port. Mutriach also benefits for it's standing as patron of the arts and inventivity, investing in projects which, more often than not, result in great results. Mutriach also "trades" artists, lending talented men and women to nobles from different countries against a hefty sum. Tourism of their capitol, even with their peculiar terrain, and thanks to it in many cases, is also a great source of revenue, since nobles pay really well to be protected on the way in and out, and spend without counting when finally arriving inside the capitol, often dubbed the world's capitol. Also, since Mutriach is home to monsters found nowhere else on the continent, trading in remains of such monsters and in permits to hunt the more dangerous ones is popular.
Government:
Mutriach is governed from the capitol, and Malan itself is divided in four district, the notrhern one is held by House Duessel. The west by House Westin (yeah, I know), the south by house DeCapulettes (yeah, I know) and the east by house Lordin (yeah...). The center of the capital, with the higher, sometimes litteraly, lodgings is held directly by the king, Aurel III.
Political relations:
Aurel II, the current king, leaves most of his counts handle the affairs in the capital, and as a skilled diplomat, mainly turns his attention towards foreign affairs. For that reason, Mutriach oddly enjoys good relationships with the other countries, being fond of Hujirian, Luthanian, Podurian and Ultinan goods and enjoying good royal ties with Danis and a few Arhenian Grand Dukes. Mutriach is unique in that it can boast having absolutely no fear of being invaded while being simultaneously completely unable to invade and thus enjoys relaxed relations with it's neighbours.
Military:
Mutriach has very little in the way of military, though the king has an efficient praetorian guard and every noble is taught in the art of fencing and battle, and is likely to own some peculiar and effect goods to help him in that prospect. Such forces are however highly insufficient to protect a kingdom. It's real military strength comes from it's terrain. Indeed, most armies would be unable to fonction properly in the Rotting Forest by itself with it's noxious emanations and terrible monsters, yet to make matters worse the marsh is home to many sorcerors and necromancers, whom find the Rotting Forest to be spiritually attuned to the realm of the dead, and thus a possible gateway between planes. The necromancers are totally unconcerned for anything not related to their research but take exception to being ordered and having their place disturbed by a marching army. Hence, they can't be used for offensive purpose, but will come out of their hiding places to chase away intruders. Most necromancers also happen to be most useful to the tribes living in, or passing through their territories, granting a relative but welcome protection from whatever lurks in the marsh against some daily necessities and rare books.
History:
Mutriach was founded in the wake of the third mage wars, which ravaged the known world with magical powers never seen since. It is entirely possible the continent was reshaped during said war and it is most certainly the reason for Mutriach's peculiar terrain. After such destruction, most of the people living in the now nocive land left to migrate towards more accepting nations. Yet, a core of men and women remained, declared independency, and created the kingdom of Mutriach, using the powers of the now almost extinct all-powerful sorcerors to create an oasis among the Rotting Forest. Quickly Malan took shape and worked to gain glory equal the former nations'. Such nations disappeared one after the other, some were conquered, annexed, other broke up into smaller ones after violent unrests, but Mutriach survived and prospered. And still does today.
Person of note :
One person of note in the country is Mael the Wyrmslayer. Mael wasn't by birth, anything more than a horse tender from a nomadic tribe which often came through Mutriach. However, he fell in love with the tribe leader's younger sister, when he made his plea to marry her, he was turned away "When you bring me a wyvern's head, insolent fool!". He wasn't supposed to take things litteraly, but he did. The quest took him years. When he finally succeeded in killing a wyvern in single combat, for love, he had already become subject to a number of tales, stories and soon tragedies. As the nomads were nowhere to be found, and in the corrosive environment, his wyvern head soon rot. For a number of years he tried to time his wyvern slaying with the arrival of his old tribe, without success. When finally one of his allies told him of a way to preserve the head, upon returning to his tribe, he was turned away once more, the chief refusing to acknowledge the words he said back then. Mael's story would not come to an ending so fast however, his would-be bethroted's older sister found her elder brother's behaviour inacceptable, took her younger sister and youngest brother with her, left the tribe, and settled in Malan with Mael, who would soon develop feelings for her, and marry her instead of his original betrothed. The story is extremely popular in Malan, due, mainly, to the heroes of the story residing in the city itself, but is known throughout the country.
Description
The nomadic clans of the south east, which fight a losing battle against the desert.
Geography
Podurul's territory is peculiar in that, while it's usually endless plains, which stop only in the north as the Rotting Forest starts, to the east as the ocean clashes against the cliffs, to the west, as forests become more prominent and mark the border with Danis, the south is a desert, unforgiving to all life. And each year, the desert expands.
Economy:
Due to it's unique topography, Podurul prospers thanks to it's export of horse and horse related goods, and merchant caravans which travel through most continental countries. Podurul is not a wealthy kingdom and thus only ever imports wheat and other necessities when suffering from famine.
Government:
Podurul is known for not really having a government. The family is the most valued concept in the Podurian ideology. Individuals are organised in families, which are organised in clans, which meet once every solstice to discuss matters, then each go their way. Podurul is the only country comprised mainly of nomads. Most Podurians belong to one of the two great schools of thoughts in Podurul. The way of the cloud and the way of the tree. The way of the cloud claims to have the most rationale and realistic approach towards the expanding desert, to leave as the desert comes, eventually migrating and mingling with other nations, preserving their traditions through their clanic structure. The way of the tree claims that running away will not stop any problem, for all they know the desert will keep expanding forevermore, and will create a number of new issues, like their reception in other countries, the difficulty to preserve traditions, and the like. Members of the way of the cloud handle foreign affairs, trying to maintain good relationships and trade with the other countries, while the way of the tree handles internal affairs, trying to keep the desert and monsters at bay. The monsters in Podurul are way less dangerous than the ones lurking in Mutriach, but better organized. Monstruous evolutions of insects are the more common, and while they are not inherently vastly superior to humans, their organization is enough to shame many armies. The concept of Vendetta is revered throughout Podurian culture. A monster killing a man will have the whole clan going after him. The rules for vendettas against humans are much more complicated and set by members of the way of the cloud, to avoid a neverending war against other nations, and even a total civil war.
Political relations:
Most countries don't see Podurul as a nation, and different clans will have different standings with, and opinions on, different countries. The way of the cloud, however, tries to have Podurul internationaly recognized and to better the relationships between Podurul and it's neighbours. To it's great dispair, the most open neighbour is Mutriach, which has no way to accept Podurian refugees and no land to give them.
Military:
While there is no standing army, each clan is armed and they will unite under the banner of the Vendetta. The Podurian warriors are often mounted, proficient with bows, axes and spears and form a mobile force useful for harrassing, whittling down and eventually breaking enemy morale and hunt the fleeing enemies. Podurian are not known for their mercy.
History:
Podurian history is transmitted only through songs and tapestries, it speaks of a time when the plains expanded to the horizon, of numerous isles next to the coasts with which they traded, and how Podurian people proudly stood up to any enemy, remaining mostly unconquered. Not much more is conserved.
Description
A merchant republic ruled by Guilds boasting endless forests and the second greatest capitol.
Geography
Luthanon is mainly comprised of thick forests. Unlike Mutriach this terrain is not nocive and could be habitated, but is, for the most part, not. Because the capital, a normal sized city on the surface, holds a wealth of caverns and mines, which, with it's unique topography and ressources, allows numerous workshops and activity limited neither by day nor night. Carrian, the capital, is dubbed the city that never sleeps for this reason and is the world's best provider of masterwork weapons and armor. Yet, Carrion is only the second largest city, being dwarfed, even counting it's subterranean surface, by Malan. At the westernmost of the continent, Luthanon has borders with Danis at the east, Arhenan at the north, and is blocked by the Shards at the south. Unluckily, Luthanon has few exploitable beaches and not even one single port with the capacity to accept large vessels.
Economy:
Luthanon imports quite a lot of ressources, but is most famours for exporting goods of peerless quality. Carrian is the world's best provider of masterwork weapons and armor. Luthanon revolutionized warfare by inventing the full plate, which ironically, is not used by most of their own troops, but has brought them great wealth and has access to materials most nations can only dream to posess in such quantity. They depend largely from land trading since they have no large ports.
Government:
Guilds hold the power in the country and are not afraid to flaunt it, being at least as intrusive as Rhunalan's guilds on the economy. Since most of the country's power is centralized in Carrian, a council can be assembled on extremely short notice, which makes the country more reactive than you would expect a merchant republic to be.
Political relations:
Due to a recent war with Danis, the two countries have very strained relationships, Luthanon sees every one of his neighbours as a possible conqueror, which in Danis' and Arhenan's case is not exactly wrong, and is looking for a way to defend itself from their army should they attack en masse. They also feel a strong rivalry with Rhunalan.
Military:
Luthanon also has the most famed army, not because of any recent exploits in warfare, but because their conscripts are sent as mercenaries throughout the world and more often than not distinguish themselves in battle. Often thanks to their experience and superior armament.
History:
Three hundred years ago, after a strong turmoil in the western side of the continent, Luthanon wrestled independency from a now defunct nation, which was devoured on the north by Arhenan and on the south by Danis. Luthanon remained independent since then. Thanks to it's easily defended position, Luthanon only had one invasion in recent history, the only time during which all conscripts were called back to the mainland to fend off Danis. Progress in Luthanon territory meant cutting away the forest, which, with the constant harrassing by Luthanon's highly trained troops proved to be an impossible feat. After a few month of small, indecisive battles and realising no decisive victory was in sight, Danis signed a non-agression treaty and stopped it's invasion. No war was started against Luthanon since then.
Description
A new nation, which could be best defined by the word "Heretical".
Geography
Ultinor is the southernmost country and has no direct borders with other countries, the Shards being impossible to pass through. Likewise they have an always expanding frontier east. The majority of their terrain is never ending plains.
Economy:
Ultinor trades in exoticism. Ultinor is extremely different from all other nations, boasting superior mathematical and medecinal knowledge, as well as a distinct architecture and handicraft, which is highly sought by Mutriach's bored and curious nobles, whom are always eager to pay, and pay well, for particularly ingenious and beautiful crafts. Due to it's poor relations with Rhunalan, Ultinor designed ships which could transmit a huge number of goods through even modestly sized ports, and thus can dock in Luthanon to afterwards transit by land. Which allow Ultinor to avoid trade taxes from Rhunalan.
Government:
Ultinor is a trimocracy, an unprecedented government type. It has three leaders at a time, one the leader of the sea, is in charge of trade and foreign relationships with the elder countries. The leader of men is in charge of cities, courts and police, while the leader of the land is in charge of expansion, relationships with the other sapient-species and the moving frontier. Those leaders are elected among property owners, by property owners and can apply for one of the leader's seat depending on which type of property he/she owns. There is however a litteraly iron-clad rule (as in, it was really graved upon a plaque of bronze and then clad in iron) that the leaders must be elected not for their wealth, but for their love for the nation and overbearing sense of honor. A wealthy owner with a tarnished reputation can not be elected.
Political relations:
Ultinor is also unique in that it benefits from positive relationships from non-human creatures, commonly known as monsters, but which reacted surprisingly well to human arrival on their shores and helped them settle. Some monster clans are hostiles, of course, but most are not only sentient but aware of how much can be gained through contact with their new neighbours. The relationship is extremely good Mutriach and Ultinor, even more since Mutriach was always rather trusting and supportive of the settlers and non-intrusive. Relations with Rhunalan are bad for the same reasons those with Mutriach are good. Rhunalan views Ultinor as a colony, and the settlers take exception to that.
Military:
Due to their hot environment, most of Ultinor's troops are lightly armored and wield curved, and sometimes sickle weapons to inflict maximum damage against such lightly armored enemies common in their lands. Due to their relative youth, there is not yet a strong military tradition and most of their fighting power on land is comprised of militias of armed and determined settlers.
Their fleet rivals Arhenan's, though most of their ships are unusual and weren't tested in a real naval battle.
History:
Ultinor is the youngest country, barely two hundread years old. As the Cult of Fertility, as well as nationalism was growing, more and more people started to not fit in the mold that was being created in the countries. The situation grew more and more difficult, the "dissidents" at one point forming a country inside their own country. Negotiations were called for, and an audacious plan was formed. Since they did not fit in their own countries anymore, a bet would be made. Rhunalan lent ships, Mutriach funds, and humanity went to answer what had become it's oldest unanswered question. What is south ot the Shards? Those never-ending mountains, which at the time, nobody had ever went beyond. Going through the east and the Podurian Desert was suicidal, but what about going by sea, through the western side? Each country was eager to get rid of their dissidents, the dissidents were eager to form their own, Rhunalan was interested in the investment, and Mutriach was interested in what ideology would be born out of the dissidents' ideas. So the greatest adventure in the history of mankind was started, and surely enough succeeded. Unlike what the Podurian feared, south of the Shards, on the western side, there was no desert, but unending plains, most like what was pictured in the eldest Podurian tales. The new country was successfully founded, a name was decided, Ultinor, and the capital was called Minoto, the abridged version of "door to the future" in the language the dissidents, now the Ultinians had come up for themselves. Civilization, grew, prospered, and came in extremely short time to rival in fleet and trade ability the country which would have seen them as a colony, Rhunalan.
Description
The magician island.
Geography
A small, rocky island north east of Rhunalan.
Economy:
Most war mages in formation are trained thanks to transportation devices allowing them to travel long distance and accomplish lucrative missions for the Hujiran Academy, mostly reconnaissance and assessment of monster tribes. Though the main source of revenue are the products of the technical courses younger students go through. Indeed magic allows the creation of otherwise impossible goods. Most of the most striking sights in Malan are a creation from magi, for example. Still, a specific order exists in the Hujiran Academy, which specializes in "Non-magical magically created goods" which provide for peerless handicrafts which fetch a hefty price. Also, since magicians don't usually use normal ships for their most special works, they avoid the Rhunalian tax, which angers the greedy country, but makes for unbeatable value for money ratio. Rhunalan is forced to use indirect means against such unfair trade conditions, since they know better than messing with an island full of trained war mages.
For this I detail out what sort of economy does the country have, what does it import and export? Where are its major trade centers? What sort of economic level are the majority of its citizens at? Fill this out and it will greatly help you get a feel for what it’s like to live in that country, which translates to helping the PCs get a feel for where they’re at.
Government:
Standard institution, the Headmaster is the head of the state, the vice-principal is his yes-man and gives orders to the rest of the staff.
Political relations:
Bad with Rhunalan, which regrets their old trade, indifferent with everyone else.
Military:
War mages coupled with fast transportation devices make for a fearsome combination which outweights their small number.
History:
Hujiran is barely even a country. Over two hundread years ago, magicians came to Rhunalan's court, which at the time, was having a hard time funding it's army against Arhenan. And bought an island against an outrageous sum of money. On said island, Hujiran, they founded the Hurjiran Academy of Higher Research of the Misteries of Before and Forever. Only particularly obnoxious magicians use said name however, most people referring to it only under the name of Hujiran Academy. The Academy itself is but a gigantic tower, housing the world's largest arcane library. It serves as headquarters, for all academies throughout the world, even though a significant part of magicians don't consider Hujiran their country. The Hujiran Academy itself is in charge of training children with uncanny magical powers who need special care, or whom were born on the island itself. The formation lasts ten years, after which most go to different academies through the world. The only young adults learning at the Hujiran Academy are those who aim to become war mages, an asset during war times, the most renowned mages of all, and even mayber the defenders of the island should another country try to invade it. They are trained thanks to transportation devices allowing them to travel long distance and accomplish lucrative missions for the Hujiran Academy, most of reconnaissance and assessment of monster tribes. The Headmaster is tasked with the protection of one of the very very few known Tomes of Eldritch Lore, the Necronomicon, fabled to be able to instantly turn any worthy mage into a master of the necromantic arts, and any unworthy one into a vessel. Lately however, the Headmaster was murdered, a feat considered impossible, the Necronomicon stolen, another feat thought impossible, and the Academy was thrown into a civil war to elect the next Headmaster. A tragedy which proved to be highly valuable, however, as the prices for magically crafted goods shot through the roof.
PHEEEEEW that's it! I need to get copies of that sort of thing so I don't have to spend hours rewriting it...
And now, time for the fugly map drawn under ten minutes, but which should still help a bit seeing the configuration of things. Done with a mouse.
http://img15.hostingpics.net/pics/589967FailMap2bis.jpg
The dots are the capitals. Luthanon's is almost completely hiddent right of the upper curve of the 6 and the 8, Hujiran, is barely visible, on the island north-east of the 3.
1 Danis
2 Arhenan
3 Rhunalan
4 Mutriach
5 Podurul
6 Luthanon
7 Ultinor (they don't have the full superficy under control)
8 Hujiran