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Normally such an oligarchic form of government would lead to repression and injustice. Fortunately, one of the major tenets of the Council is, “The business of Veniri is business”. Free to make as much money as they can, the merchants of Veniri do quite well, and the money they bring in provides even the lower classes with a reasonable standard of living. Whether the Council, or the merchants, or just good luck is responsible for all of this is not very important. To quote another Veniri proverb: “No matter who prays for the rain, everyone gets wet.”
 
Normally such an oligarchic form of government would lead to repression and injustice. Fortunately, one of the major tenets of the Council is, “The business of Veniri is business”. Free to make as much money as they can, the merchants of Veniri do quite well, and the money they bring in provides even the lower classes with a reasonable standard of living. Whether the Council, or the merchants, or just good luck is responsible for all of this is not very important. To quote another Veniri proverb: “No matter who prays for the rain, everyone gets wet.”
  
== Military ==
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==== Military ====
 
Traditionally, Veniri’s main troubles have always come from the Barbarian Kingdoms the North, the periodic wars and skirmishes with Athervon to the west, defense against the prying thaumaturgists of the magocracy of B’Narj to the south, the suppression of insurrections and civil wars within Veniri itself (several of which have been fought), and the need to defend the nations goods against general piracy and banditry across the entire Lands.
 
Traditionally, Veniri’s main troubles have always come from the Barbarian Kingdoms the North, the periodic wars and skirmishes with Athervon to the west, defense against the prying thaumaturgists of the magocracy of B’Narj to the south, the suppression of insurrections and civil wars within Veniri itself (several of which have been fought), and the need to defend the nations goods against general piracy and banditry across the entire Lands.
  
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Whatever the forces look like, the Venir military is led by two men of Venir stock: ''Il Mastri d’al Armas'', the General of the Armies, and ''Il Mastri d’al Maredor'', the Admiral of the Navies. These two men, who report directly to the Council, are the ultimate military authorities in Veniri. Given the world-ranging interests of Veniri, the navies are usually the better-heeled venture, and the ships actually have a significant number of Venir seamen on board – naval service is an excellent way to see the world, make contacts, and otherwise develop one’s usefulness in the mercantile trades.
 
Whatever the forces look like, the Venir military is led by two men of Venir stock: ''Il Mastri d’al Armas'', the General of the Armies, and ''Il Mastri d’al Maredor'', the Admiral of the Navies. These two men, who report directly to the Council, are the ultimate military authorities in Veniri. Given the world-ranging interests of Veniri, the navies are usually the better-heeled venture, and the ships actually have a significant number of Venir seamen on board – naval service is an excellent way to see the world, make contacts, and otherwise develop one’s usefulness in the mercantile trades.
  
= Society & Culture =
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=== Society & Culture ===
 
Veniri is a land where money talks, and wealth (or more properly, the ability to generate it) is the sole judge of social status. This leads to a number of interesting facets to Venir society that are different from practically anywhere else in the Lands.
 
Veniri is a land where money talks, and wealth (or more properly, the ability to generate it) is the sole judge of social status. This leads to a number of interesting facets to Venir society that are different from practically anywhere else in the Lands.
  
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Veniri is a merchant nation. As such, a traveler could enter the country speaking practically any known language, and somebody could be found fairly quickly who could handle the translation chores. However, anyone who wishes to rise in Veniri society must know vox mercanti, the ancient language of trade and commerce that is the ancestor of the common tongue spoken throughout the Lands. All contracts and legal documents are written in vox mercanti, and all court proceedings, government meetings and high-level trade negotiations are done in that language.
 
Veniri is a merchant nation. As such, a traveler could enter the country speaking practically any known language, and somebody could be found fairly quickly who could handle the translation chores. However, anyone who wishes to rise in Veniri society must know vox mercanti, the ancient language of trade and commerce that is the ancestor of the common tongue spoken throughout the Lands. All contracts and legal documents are written in vox mercanti, and all court proceedings, government meetings and high-level trade negotiations are done in that language.
  
== The Noble Houses of Veniri ==
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==== The Noble Houses of Veniri ====
 
'''Di Genti:''' Traders in foodstuffs, particularly exotic and expensive foodstuffs. House Di Genti has a virtual monopoly on the trade in lucrative spices from Issyria, Jhon, and the Forbidden Isles, and therefore its influence is larger than what the wealth of the house would normally yield.
 
'''Di Genti:''' Traders in foodstuffs, particularly exotic and expensive foodstuffs. House Di Genti has a virtual monopoly on the trade in lucrative spices from Issyria, Jhon, and the Forbidden Isles, and therefore its influence is larger than what the wealth of the house would normally yield.
  
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'''a’Lombardi:''' House Lombardi is known far and wide as the premier merchants of cloth, clothing, and other wearables - including soft armors (leather & studded leather), gloves, shoes, slippers, boots, belts, and goods made from hides and leathers.  They do not trade in metal armor, shields, or weapons - at least, not on paper.  House Lombardi has made arrangements with the finest weavers and silk-spinners in the far reaches of the lands, including Iruzhin, Chandrahaar, Jhon, and even Niahar and Issyria.  They consistently seem to have the finest quality cloth and fabric, and have ironclad arrangements with the Guilds involved in the production of all these goods.
 
'''a’Lombardi:''' House Lombardi is known far and wide as the premier merchants of cloth, clothing, and other wearables - including soft armors (leather & studded leather), gloves, shoes, slippers, boots, belts, and goods made from hides and leathers.  They do not trade in metal armor, shields, or weapons - at least, not on paper.  House Lombardi has made arrangements with the finest weavers and silk-spinners in the far reaches of the lands, including Iruzhin, Chandrahaar, Jhon, and even Niahar and Issyria.  They consistently seem to have the finest quality cloth and fabric, and have ironclad arrangements with the Guilds involved in the production of all these goods.
  
'''Puscatale:''' House Puscatale is the current Royal family of Veniri, headed by His Most Resplendent Majesty and Most Treasured Protector of the Merchant Houses, Giamo Puscatale
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=== Economics & Trade ===
 
 
 
= Economics & Trade =
 
 
Veniri’s reputation as a trading nation has been forged by centuries of travel throughout the Lands, trading practically anything to anybody. Exports from Veniri itself include grains, herbs, timber, fine textiles, and high-quality furniture, and other handcrafts. Importers have learned that the Venir are a tough lot to please; they are accustomed to getting the best, and there is little they haven’t seen. As a result, traders are always looking for something new or different that may catch the fancy of the jaded Veniri consumer. Many Veniri merchants go years without setting foot in their home country, preferring to trade among outside countries than travel back and forth to Veniri. There is no cargo so strange, no trip so long or hazardous, that a Venir trader won’t try it if the money is right. The term “a Veniri job” is used throughout the Lands to describe a task of any sort that, despite the eventual profit, is so much trouble that only a fanatic would attempt it.
 
Veniri’s reputation as a trading nation has been forged by centuries of travel throughout the Lands, trading practically anything to anybody. Exports from Veniri itself include grains, herbs, timber, fine textiles, and high-quality furniture, and other handcrafts. Importers have learned that the Venir are a tough lot to please; they are accustomed to getting the best, and there is little they haven’t seen. As a result, traders are always looking for something new or different that may catch the fancy of the jaded Veniri consumer. Many Veniri merchants go years without setting foot in their home country, preferring to trade among outside countries than travel back and forth to Veniri. There is no cargo so strange, no trip so long or hazardous, that a Venir trader won’t try it if the money is right. The term “a Veniri job” is used throughout the Lands to describe a task of any sort that, despite the eventual profit, is so much trouble that only a fanatic would attempt it.
  
  
  
= Major Regions =
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=== Major Regions ===
 
 
== Asterium ==
 
 
 
 
 
== Volminium ==
 
 
 
'''Nos Volmi'''
 
A large town on the far northern border of Veniri, close to the lands of the northern barbarians.  It has been attacked and sacked a number of times in the past by the tribes when they have raided the country.
 
 
 
== Venirium ==
 
 
 
 
'''Tras Veniri'''
 
'''Tras Veniri'''
 
Tras Veniri is the largest city in Veniri and its capital. The Council of the Great Houses lives and meets here; the rest of the Veniri bureaucracy is also headquartered in this port city. The National Mint (where all the coins are struck), the Council Library (containing copies of all official business records), and other important national offices are here as well. If one city can be said to be the center of Venir business, it is Tras Veniri. It is Veniri’s largest port, and the home of the country’s most powerful merchant houses. Many houses that got their start in other parts of the country move to Tras Veniri when they get big enough. Moving to Tras Veniri is a sign that a business has “arrived” in the upper crust of Veniri commerce. Smaller trading houses also have representatives in Tras Veniri, because it is nearly impossible to break into the big time without dealing in the capital. As befits a city of such stature, Tras Veniri has one of the largest and most diverse marketplaces in all of the Lands, second only to that of A’juhar-al-Sahir, the capitol of the Jhonian Empire. If you can’t find a particular item in this market (legal or otherwise), you’re not looking in the right places. Actually, there are very few items that are illegal in Tras Veniri. Only the most dangerous and addictive drugs are banned; sales of other things, like liquor, powerful magical supplies, and dangerous alchemical compounds are not allowed to minors (defined in Veniri as persons under 12 years of age). For as long as anyone can remember, Tras Veniri has been embroiled in a not-so friendly rivalry with Avis Inia for the position and status of top trading city in the Lands. Both cities employ spies to find out what new trade routes and markets the other is exploiting, and neither is above arranging the occasional “accident” to the others' ventures.
 
Tras Veniri is the largest city in Veniri and its capital. The Council of the Great Houses lives and meets here; the rest of the Veniri bureaucracy is also headquartered in this port city. The National Mint (where all the coins are struck), the Council Library (containing copies of all official business records), and other important national offices are here as well. If one city can be said to be the center of Venir business, it is Tras Veniri. It is Veniri’s largest port, and the home of the country’s most powerful merchant houses. Many houses that got their start in other parts of the country move to Tras Veniri when they get big enough. Moving to Tras Veniri is a sign that a business has “arrived” in the upper crust of Veniri commerce. Smaller trading houses also have representatives in Tras Veniri, because it is nearly impossible to break into the big time without dealing in the capital. As befits a city of such stature, Tras Veniri has one of the largest and most diverse marketplaces in all of the Lands, second only to that of A’juhar-al-Sahir, the capitol of the Jhonian Empire. If you can’t find a particular item in this market (legal or otherwise), you’re not looking in the right places. Actually, there are very few items that are illegal in Tras Veniri. Only the most dangerous and addictive drugs are banned; sales of other things, like liquor, powerful magical supplies, and dangerous alchemical compounds are not allowed to minors (defined in Veniri as persons under 12 years of age). For as long as anyone can remember, Tras Veniri has been embroiled in a not-so friendly rivalry with Avis Inia for the position and status of top trading city in the Lands. Both cities employ spies to find out what new trade routes and markets the other is exploiting, and neither is above arranging the occasional “accident” to the others' ventures.
 
== Loracium ==
 
  
 
'''Sennuli'''
 
'''Sennuli'''
 
The second-largest city in Veniri, close to the border with B'Narj.
 
The second-largest city in Veniri, close to the border with B'Narj.
  
== Moninium ==
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'''Nos Volmi'''
 +
A large town on the far northern border of Veniri, close to the lands of the northern barbarians.  It has been attacked and sacked a number of times in the past by the tribes when they have raided the country.
  
 
'''Pulore'''
 
'''Pulore'''
 
A large town in the foothills of the of the Copperwash Mountains.  Pulore is the first town on the Trade Road where goods from Athervon can be offloaded from carts and wagons back onto watercraft to be sent downriver to Tras Veniri, or where goods coming upriver from Tras Veniri must be offloaded onto land transportation to be sent to Athervon.  As such, it is a bustling town with a great deal of trade, as well as a lucrative location for criminal activities.
 
A large town in the foothills of the of the Copperwash Mountains.  Pulore is the first town on the Trade Road where goods from Athervon can be offloaded from carts and wagons back onto watercraft to be sent downriver to Tras Veniri, or where goods coming upriver from Tras Veniri must be offloaded onto land transportation to be sent to Athervon.  As such, it is a bustling town with a great deal of trade, as well as a lucrative location for criminal activities.

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