Thursday 10 December 2015

PLACES IN THAT PLACE

I needed a setting, so I threw some dice to set up stuff like size, climate, wealth, knowledge and chance of pudding.
Then I made up excuses for why somewhere had the least possible population and wealth and brains but the most possible military threat.
This is that.



Complete North, you have Hexam. A long stretch of tundra with this single giant mobile city that moves up and down it, stopping to harvest this vast array of greenhouse stations. It's a seasonal movement, as far as you get seasons in Hexam.
Crop rotation on a big scale.
I figure it's a giant artificial biome on wheels.
People that walk out have... the magical version of combat-armour-frame-suit-thing.
Big metal exoskeleton, powered by racks of "thermal cells' which are just batteries full of heat.
Even a civilian bodysuit has a big glowing red tube on his back.
They're refilled by chucking them into naturally occurring vents into the planet's core.
Or maybe they all lead into the lungs of a huge dragon, and all these holes are just nostrils.


Just below, in one corner, you have Tor-Fleiss, a frigid wasteland devoid of anything but these tiny groups of really, scary-tough barbarian dudes. (like, a 6 on the 1 to 6 of military power). The're cut off from the rest of the world by the slightly larger region of Gor-Fleiss, the other half of this once-whole region. The Gor a lot more polite and educationally minded than the Tor. They also have all the wealth of the united country and spend most of their time telling the Tor that they're right about the obscure political schism that broke them apart.
Gor-Fleiss is full of barbarian philosophers and berzerker diplomats.


Next to Gor-Fleiss and Hexam, you have Pajorh, A paranoid military state versed in both magic and science, and super rich from basically controlling trade between Megascience Fortress Hexam and the rest of the land.
They're also huge racists and won't let anyone that's not human inside with bomb collars that they sometimes trigger just to be safe.
They have spies everywhere, or so people say.
It would explain all the suspicious people that blow up when they're under scrutiny.
Very skilled, disciplined armies geared FOR EVERY EVENTUALITY.
They tend not to need to hire adventurers. Or don't admit doing so. Or blow up the adventurers they do hire.
Giblets tell no tales (except in some places)


Then you have Jaynesland, a large region of jagged, barren mountains. So everyone lives in this incomprehesibly vast network of bunkers built inside the mountains, sustained by advanced technology like mechanical vents and elevators and electric lights. They're the main producers of weapons in the land, and supply Pajorh and try to make sure Gor-Fleiss doesn't let any barbs through. People speculate that this tech level is somehow related to the ruins of Sjur, whom they neighbour.
It's almost all steam-powered. They really want to get more thermal cells from Hexam to power their giant steam golems and overly encumbrant power-armour.


The Cities Of Sjur are the perfect example of wizard states gone bad.
Now, it's nothing but ADVENTURELAND
The ground is either sudden, horrible chasms, flat beds of bones or solitary hills with the Cities perched on top.
The place is full of the previous inhabitants of Sjur and terrifying, life-stealing abominations.
Everything is grim and grey and probably going to kill you, and certainly going to try to eat your life-force.
There are some people that live there, in holes and tiny, terrified communities.
The tribes that live there have developed defences such as muted emotions and teleportation and unpleasant-tasting souls.
Sjur borders two other countries, first of which is The Committee.


A kind of oligarchy where the rulers are wise and immortal leaders, known as the Chairmen.
Uncharitable people might say that the name is from the fact that they're all basically the 40K Emperor, immortal but stuck to these giant life-support 'chairs'.
They mostly sit around being xenophobic visionaries.
They have big armies made of cyborgs and so-heavily-modified-as-to-be-unrecognisable specially bred animals that are used as weapon platforms.
 

Bordering both The Committee and Sjur, you have Eirstal, a pretty wide, flat, dry place, where life is ruled by local wizards that report to regional wizards that report to a big Council/Guild fo wizards.
This is because the only reason people can live here is due to the Wizards being experts in elementalism an Biomastery, genetically engineering animals and plants to survive in the harsh climate.


Then you have, in the lowest corner, the Freeholds.
A loose and barely civilised collection of small semi-independent villages, all bound together in some kind of religion based around a god of charity.
They're viewed in a mixed light. While they're super happy to help people, they'll somtimes just take your stuff because why wouldn't you be nice and lend/give them things they need?
It's a Giant Peasant Religion Communism Place with really, really kick-ass magics.
Their god may or may not be real.
If you want the best magic shit, you have to hunt down magical religious hermits in the Freeholds.


Lastly, the godawful jungle of Kvol-No-Reigh.
It's horrible. Full of ancient ruins (who even put them there?) and terrible, rapidly-evolving competitive species and also tribes of goblins because everywhere needs goblins.
They'll steal your shit then wig out on giant bug poison.
It's a thing.
Otherwise the place is hot and horrible and will eat you.

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