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'''3. the Spring Court''' – set up by Elves of the Old World, who were looking for a fabled ‘promised’ 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.  
 
'''3. the Spring Court''' – set up by Elves of the Old World, who were looking for a fabled ‘promised’ 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''' – 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.  
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'''4. Federation of the Free People''' – 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 People races 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''' – 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).  
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'''5. United Lands of Ahlissa''' – made up of loyalist to the United Kingdom of Ahlissa (an world-wide empire), 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''' – 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.  
 
'''6. Nation of the Just''' – 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.  
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'''7. the Trade and Machinist Pact States''' – 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 Union’s 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).
 
'''7. the Trade and Machinist Pact States''' – 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 Union’s 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''' – smallest of the eastern colonies, this port of call city-state is mostly used by the Dwarves for its’ 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 ‘'''''Irongate Union'''''’. 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.  
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'''8. Stone Land Union''' – smallest of the eastern colonies, this port of call city-state is mostly used by the Dwarves for its’ 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 ‘Irongate Union’. 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''' – a colony of the United Kingdoms of Furyondy, this is a fairly just and open society that has granted its’ 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.
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'''9. New Furyondy''' – a colony of the United Kingdoms of Furyondy, this is a fairly just and open society that has granted its’ 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.
 
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.

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