Posts Tagged ‘Pekko’

Pekko Atlas Pt. 2

January 14, 2019

pekko

Triele
Humans 46% Half-Elves 24% Elves 10% Dwarves 12%
Half-Orcs 5% Halflings 8% Tieflings 6% Gnomes 3%

Triele is divided into four large regions with a central, land-locked seat of power and wealth. To the north are cold wildlands with mountains and cliffs on the northern and western coast. The northerners do not fit into civilization very well but they are loyal to the Kings of Triele. To the south are the majority of the farmlands, which feed the country and trade with Ukresh. To the west are the lands where there are predominantly merchants and crafters. To the east is a region of magic users and a center for raising a military and thus many schools exist there. The central capital city is where most of the wealthy reside. The King of Triele lives there and rules with absolute power. Curiously, the citizens of Triele have little use for money among each other and only deal with currency with foreign powers. They have developed an internal trading system that fulfills most of the needs of everybody. Therefore, the jewels and gold go to the capital.

Ukresh
Humans 35% Half-Elves 21% Elves 15% Halflings 12%
Tieflings 11% Dwarves 9% Gnomes 7% Half-Orcs 5%

Is ruled with absolute certainty by King Murat who lives in the castle-fortress in the Ukreshi capital. The royal family rarely leaves the capital and prefers to let their agents carry out their will throughout the land. These local lords have great leeway outside of the commands of the royal family and some use this to subjugate the people of Ukresh. Upsetting the king (or the lords for that matter) is completely unwise, as they have absolute power to punish the citizenry and often use it. This is also known as a land that birthed the traditional idea of witches. Covens of witches inhabit the wilderness against the government’s wishes. As a result of their rural upbringing, a witch’s looks range from rustic to absolutely filthy. Many villages rely on these witches and will ally with them in secret to protect them from the government in exchange for healing and magical favors. Also, the King has ordered tight security for the borders of the land which often makes things more difficult for trade caravans coming from Triele.

Astala
Elves 25% Half-Elves 21% Humans 19% Halflings 12%
Tieflings 11% Dwarves 9% Gnomes 3% Half-Orcs >1%

Astala is ruled from the Star Island far to the north and no army has ever made it that far north. In fact, most foreigners have never traveled that far north as it is cold there and most of the trading is done on the southern borders. In the southern parts, merchants are everywhere and most of them learn sign language in multiple languages as a means to communicate secretly with each other. In the far north are the hearty tribes who protect the capital and have often shipped out to fight Astala’s wars. In many places, there are hearty farmers who have to work hard to grow food in the northern land. There are also great hunters and magic users all over. Then there is the poison plains to the east, which are impassable and forbidden. There are some who live there, twisted creatures that are known as Drow but little contact is made with them.

Kuma-Jo
Elves 27% Half-Elves 23% Humans 21% Halflings 10%
Tieflings 7% Dragonborn 6% Gnomes 4% Dwarves 2%

Kuma-Jo has been ruled over by an Emperor (or Empress) since the days after the sundering of the continents. Many royal families have come and gone but the sanctity of the royal house of the empire has always been preserved. So has the code of honor that has been passed down from the honored ancestors of modern Kuma-Jo. The signature armor and weapons have not changed over the ages and their style has only been honed and refined as the years went by. The code of honor is very important to the warriors of Kuma-Jo (and the civilians too) much like the knights of Shera. Much of the culture of the island is dictated by ceremony and adherence to it (at least for outward appearances) is very important. Still, those who buck tradition are not necessarily outcasts but they do not quite fit into the culture as well. Local lords rule over divisions of the island and each is required to swear fealty to the empire and each new ruler.

Kusura
Elves 20% Half-Elves 20% Humans 15% Halflings 15%
Tieflings 13% Half-Orcs 12% Gnomes 4% Dwarves 1%

Kusura is fairly well known as the land of ninja assassins and there are many schools there where natives and some foreigners are taught the art of stealth and the silent kill. The schools each have a guild family as their patron which fund the school and decide the curriculum. These guild families rule the island nation by a council with a ruling figurehead. This ceremonial figurehead is decided by an annual test of skills that involve a champion put forward by each guild family. These guild families are also pretty strictly divided by race, each using their racial traits to aid their specialties. The guild families rarely cooperate with each other, preferring to keep private and cooperation is something that should cause alarm. Each family takes contracts and hires out their ninjas for riches or political favors. As one would expect, the island is eerily quiet and outsiders often find themselves intimidated by the deathly stillness practiced by every single denizen of Kusura.

The Crumbs
(The racial and cultural makeup is too varied and mysterious to be measured by any reliable census)

The Crumbs are a series of uncharted islands that stretch between the East and West Continents. They are called as such because people claim that the two continents were once one continent and they were broken in half like breaking a loaf of bread. Of course, all of the inhabited islands have names but nobody has bothered to chart them. There are so many islands that it is hard to navigate all of the channels and most people don’t bother and simply go around through the waters to the south. It is rumored that the pirate factions have maps or special magical artifacts that help to navigate the Crumbs in order to hide from the various naval forces of both continents. There are also indigenous people on certain islands but they tend to be pretty isolated from the rest of the world due to the difficulties of getting in and out of the Crumbs.

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Pekko Atlas Pt. 1

January 5, 2019

Today we start exploring the eastern continent of Pekko across The Serpent Sea from the continent of Taldona.  Pekko has less violent changes in climate probably due to it not having as many magical calamities in the far-flung past.  It also has bigger kingdoms due to more stability in its early settlement.  I only have a few more lands to do and I will have completed my world’s atlas.  You can find earlier parts here and here for the western continent.

pekko

Ieshon
Dragonborn 68% Humans 4% Half-Elves 4% Elves 4% Dwarves 4%
Half-Orcs 4% Halflings 4% Tieflings 4% Gnomes 4%

Ieshon is a kingdom settled by the dragonborn shortly after the Great Conflict where they resolved to wait should they be needed again by their patrons, the dragons. Over time, most of them forsook the dragons and formed a civilized society. In Ieshon, many prejudices between chromatic and metallic dragonborn have died down but the blood still calls to both sides. Used to hierarchical rule, the dragons formed a rigid feudal society which is still followed in the present. Who rules the land is determined by bloodline and power. Bloodlines rule the people indefinitely unless they grow weak and another more powerful bloodline wrests control from them. Most dragonborn (and others who have come to call Ieshon home) live in large city-states surrounded by farmland. Regional lords control and manage their land while a king or queen rules on high. The overall ruler is usually a metallic dragonborn but many lords and ladies have been known to be chromatic.  The worship of Bahamut is very popular in Ieshon, even among chromatics as the desire for fun battle is strong in their culture.

Oochar
(An accurate census of races of Oochar is not remotely possible but pretty much every race is present)

Most of Oochar is covered in thick jungle, only cleared out in places where people settle. It is a hard-fought living in the jungles of Oochar and there is very little of what the rest of the world might call civilization. There is only one city and only because they needed a place for important meetings to take place and a refuge for the darkest times. The government is actually made up of a large amount of semi-nomadic tribes with each of them being autonomously governed. The tribes are fairly varied as they are somewhat isolated from each other and it is difficult to determine from the outside how many tribes there are and how big each tribe is. It is also hard for outsiders to deal with Oochar as a whole because you never know who you might encounter once you cross their borders. A diplomatic expeditionary group once went mad trying to track the comings and goings of all the tribes. Most other countries find it not worth their time to do anything but trade on the Oochar borders but the place is great for adventurers. There are legends of the tribes uniting for various causes but it is rare for it to be done. Many tribes leave their elderly or infirm in the capital city as a sort of retirement along with some diplomatic members (with the message spell).

Oskia
Elves 25% Half-Elves 21% Humans 19% Halflings 12%
Tieflings 11% Dwarves 9% Gnomes 3% Half-Orcs >1%

Oskia is a matriarchal society currently ruled over by Queen Lynna and Queen Calasi. It has long been a society that revered the power of women but never treated men unfairly and the men of Oskia always supported the right of rule of women. Their society is highly based on and dependent on magic. Druids shepherd the fauna and flora. Wizards design the buildings and structures. Sorcerers, warlocks, and bards protect the peace with magical might. Not everybody in the country is magical but all are encouraged to learn a little bit of magic if they can. It has given rise to a nation of mostly hedge wizards who may know a trick or two. It is how the small nation has stood out and survived, especially next to the somewhat dangerous nation of Oochar. The country is fairly temperate if a little hot sometimes but definitely a famously pleasant place to live. Historically, Oskia often takes the lead in diplomatic negotiations in its area (even when it’s not asked for). For some reason, there is a higher percentage of sorcerers in Oskia, perhaps due to the more frequent use of magic but it is unknown at this time. There is also heavy prejudice against half-orcs in Oskia and many are driven into Oochar or killed.

Treania
Humans 32% Half-Elves 21% Elves 15% Dwarves 6%
Half-Orcs 9% Halflings 8% Tieflings 6% Gnomes 3%

Treania is home to the three greatest ports of the continent and therefore is the local shipping capital. Most things that come from the other continent or the Crumbs touches Treanian soil at one point even if it is just a quick stop. This has made Treania a very rich land and those riches have in turn made Treania more dominant in world trade. Of course, immense wealth for the trade barons has led to a greater disparity between the haves and the have-nots. At a certain point, the middle class in Treania began disappearing and the economy boiled down to the aristocrats and the working class. The working class people are not serfs but because the aristocrats have so much money, they are often quite powerless in class warfare. The only way the system has remained stable is that the working class bands together while the aristocrats compete with each other. The have-nots tend to look after each other better and are often kinder yet hardier as a result. Treania has also spearheaded the hunting of pirates from The Crumbs as much of their economy depends on shipping.


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