Editing
SWAE.Spellslinger
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== The Elven Colonies == '''1. Northern Cross Alliance''' β the colony farthest northern, set up by exiled nobles merchants, bandits, thieves and pretty much any undesirables from Nyrond, who still are beholding to their homeland and swear allegiance to their King back in the Old Country. The population is involved mostly in timber harvesting, trapping and some boar-raising, and they are rowdy and uncivilized lot for the most part. '''2. United States of the Sun''' β just south of Northern Cross, this nation was formed by religious sects that had split with the main Orthodox Pelor Church back in the old country and had come here to practice this branch of it as they saw fit. The lands here are rich from farming and pig rising and the people are law-abiding and church going. Most follow the Reformed Church of Pelor, but there are many other sects within its borders, all dedicated to their own ideas of what Pelor stands for. '''3. the Spring Court''' β set up by Elves of the Old World, who were looking for a fabled βpromisedβ lost land of the Elven people. The borders are heavily protected and they only allow limited trading with the other colonies. This nation in fact has only one small sea port, called '''Greyhaven''', set up as the sole trade city within it heavily forested lands. '''4. Federation of the Free People''' β this nation was formed when it rebelled against the taxes and rule of the old world '''United Kingdom of Ahlissa''', and spit the '''United Lands of Ahlissa''' in two (see below). Members of other Free Peoples flocked here for the independency offered and it is one of the strongest colonies to date, with a strong industrial and agricultural base. '''5. United Lands of Ahlissa''' β made up of loyalist to the '''United Kingdom of Ahlissa''' (an world-wide empire based back in the Old World), this nation still smarts from the loss of the Federation whom they see as traitors of the worst kind. The nation is fairly heavily industrialized but sends a great deal of raw materials back to Ahlissa instead of manufacture good here. Many Tieflings comes from this area, and the present High Council of the Colonial Assembly is one (the governor-ruler of the colony). '''6. Nation of the Just''' β a semi-theological state founded by priests and warrior layman worshippers of Bahamut, God of Justice. They have evolved into a very simple, hardworking agricultural society that is based around the Church of Truth and Justice, of which there are at least one in every city, town and village hamlet. Gambling, prostitution, drinking and most other vice-crimes are outlawed here, and the people are thought to be about the most boring on the planet. '''7. the Trade and Machinist Pact States''' β set up more or less in the middle of the colonies and without any sea-ports themselves (their trade does flow through the Stone Land Unionβs port almost tariff free as the Gnomes and Dwarves have many ties and the Dwarves use the Gnome Rail-lines to connect with their mining operation in the Territories). This is the most heavily industrialized nation of the New World (and maybe even the Old World) and Cog-Hearts are very common and popular here. Ruled by the Gnomish Trade and Machinist-Pact Companies, pollution and goods pour out of this colony day and night. Almost all Rail-lines originate from this nation and are controlled by the Gnomes (hence the nick name for the Gnome-Rails). '''8. Stone Land Union''' β smallest of the eastern colonies, this port of call city-state is mostly used by the Dwarves for itsβ Territorial mining city-states in the Ghost Mountains; '''High Mountain''' (in the north) and '''South Hall''' (in the south) where they export must of their mineral and manufactured wealth back to the β'''''Irongate Union'''''β. Landfall, the largest and deepest ports on the New World was also the first landing of Old World colonist is located here, but the dwarves, though careful maneuvering, acquired full rights to it and it is now their national capital. '''9. New Furyondy''' β a colony of the United Kingdoms of Furyondy, this is a fairly just and open society that has granted itsβ citizens many of the freedoms that are common within the Federation. The people remain loyal to their homeland, '''Furyondy''', and the Parliamentary Government that exists there. Religious and racial tolerances are the cornerstones of life here and it has a fairly strong industrial and fishing based economy. New Furyondy has invested heavily into a new standing army to face the growing threat of the Confederation of Noble Cavaliers who invaded their southern border. '''10. the Confederation of Noble Cavaliers''' β formed from many of the second and third noble sons and daughters of the Old World (especially from the Old Kingdom lands), this nation gained its independence around the same time as the Federation did. These noble sons and daughters started their own royal houses and control the country with an iron fist. There are few large cities or even towns here, mostly huge family control plantations, where the work force of indentured humanoids (Orcs, Half-Orcs, Goblins, etc.) toil on the lands. The Confederation was on the losing end of the recent war between itself and New Furyondy and they still hold deep gurgles at the lost. '''11. Moot Townships''' β just north of the Ever-Marsh lands and south of the Confederation, this quiet and medium sized state is made up almost exclusively of Halflings. The people are mostly law-abiding, peaceful, hardworking farmers with a few small hamlets especially on the coast where some fishing takes place.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information