Posts Tagged ‘Taldonta’

Aldona Atlas Pt. 2

September 10, 2018

ContinentD

Khull
Orcs 56% Half-Orcs 25% Tieflings 10% Humans 6% Half-Elves 3%

The Kingdom of Khull is a large country full of desert and scrubland near the middle of the Emerald Continent of Aldona. Since Orcs are almost certain to maintain a constant violent relationship with the other races on the continent, many decided to seize land inhospitable to less rugged races where they formed their own kingdom. This kingdom is undoubtedly ruled by one person, the Warchief, and everybody else is more or less on equal footing. With orcs, the strongest often rules and makes the rules so aside from the Warchief, the most brutal often keep the others in line. Their thoughts are constantly bent on war with their neighbors but it has been a long time since an actual war has taken place. Their southern neighbor is Shera which has built a tall wall all along the border to provide some relief from these vicious creatures as has The Bremid Empire. After its founding, the Kingdom of Khull opened its borders to any goblins, kobolds, tieflings, and even humans who wanted a new home. The newborn alliance worries the rest of Aldona. The people of Khull have largely given themselves over to the darker gods and have created a religion that leans heavily on blood sacrifice.

Koshain
Humans 46% Half-Elves 14% Tieflings 12%
Elves 10% Half-Orcs 10% Dwarves 4% Halflings 3% Gnomes 1%

Koshain is a fair-sized desert nation ruled over by a King in the most fertile part of the desert, made so by magic. However, the nature of the desert nation’s isolation of urban centers means that local officials have more direct, actual authority over day to day matters. This has led to widespread abuse of power in the past. Examples include using prisoners for dangerous work, heavy taxation, harsh law enforcement, and even renting out prisoners to private interests. As a response, the criminal population is able to depict themselves as rebels. Public opinion is divided on the subject, usually along economic class lines, and the King seems to either not care or actively supports the corruption. There is a nomadic community that travels to stay separate from the government. Treasure hunting is a popular career and past time.  Another interesting tidbit is that the people of Koshain have evolved a fashion that often incorporates face paint and/or masks.  Originally, this was intended to block the harsh sun but it became a sign of status for the upper class and a way to hide identities for other lower classes.

Lavell
Dwarves 54% Goliaths 15% Humans 9% Half-Elves 7%
Elves 5% Gnomes 4% Half-Orcs 3% Halflings 2% Tieflings 1%

Lavell is mostly useless to surface dwellers. Not only is it a very mountainous region, it is also a fairly icy land as well. There are very few settlements on the surface and it is one of the few lands without an elf or human government. Instead, Lavell is ruled over by dwarves who, of course, live underground in massive cities. Because of the cold and barren climate, the other races have been welcomed into the dwarf cities where elves and humans are rarely comfortable. The citizens of the country pride themselves on being hardy and surviving what should have been an inhospitable land. There is very little trade and very little diplomacy especially since their closest neighbors have a difficult time traveling to the city entrances. Technically, Lavell has no central leader and is ruled by the leaders of the cities.

Mekar
Half-Orcs 30% Humans 23% Dwarves 20%
Half-Elves 10% Halflings 7% Elves 5% Tieflings 4% Gnomes 1%

Mekar is not really a country per se. It is a land whose borders were defined by people wanting to avoid and let alone the barbarians, druids, and monks that mostly reside there. This is a completely wild and lawless area but not in an inherently evil way like Khull. Most people who grow up in the region or move there just want to be left alone. Those who venture out of that region are usually seeking new challenges. There are a few monasteries in the mountains of Mekar and several monk traditions originated from there. Many monks issue forth from those monasteries to wander the land either cast out or to put their martial arts skills to good use. Most other residents of Mekar are largely nomadic and hard to pin down. Of course, there is usually no reason to go in and pin them down anyway.

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

Once known as the Kingdom of Shera, this place is mostly farmland, forest, and swamps. That is not to say that it is not civilized, it just lacks the diversity of biomes that Eloria has. Sherans are not completely unlike Elorians. The main difference has been formed by their more recent history. Years ago, the King of Shera decided to forgo all previous treaties and attacked the Kingdom of Eloria in a bid to gain all of the shipping resources of Eloria. As has been stated, that war was interrupted by Vistra’s forces and those forces killed the entire royal family of Shera. Liam III, the King of Eloria, decided not to annex Shera in the absence of their royal family. The grateful Sherans formed a Republic and they are now ruled by a council made up of the Mayors of their cities and various intellectuals. The new government reestablished treaties with all of its neighbors (except for Khull, of course) and work toward a brighter, more peaceful future.

Vedel
Humans 64% Half-Orcs 12% Half-Elves 9% Tieflings 6%
Halflings 5% Elves 3% Dwarves 2% Gnomes 1%

The people of Vedel are very superstitious and fairly resistant to outsiders which is why they erected a barrier around themselves. It is hard for a tourist to get in and it is apparently hard for tourists to get out as few have. The few that have reported on that land have reported a land of castles, put-upon villages, and a sort of gray feeling all over. A land steeped heavily in the feudal system, the people have no power and the nobles and royalty have all the power with extreme prejudice. The division between classes is also very rigid and many commoners could go their whole lives without seeing a single noble or royal. There have been rumors of vicious and exotic monsters within the walls as well.

Aldona Atlas Pt. 1

September 3, 2018

ContinentD

Alscines
Half-Elves 50% Humans 20% Elves 10% Gnomes 10%
Dwarves 4% Halflings 3% Tieflings 2% Half-Orcs 1%

Alscines is ruled over by the Queen Cahlanas. Long ago, the great elven and human families of Alscines came together in a lasting and genuine bond of togetherness. As a result, the rulers of Alscines have often been half-elves and there is a significant half-elven population. Not all of the rulers have been half-elves but many of them. The country is also the home of the only gnome city at the base of Mount Eagle. The populace has a very magical bloodline in general because of the mixing of human and elven bloodlines. There are many empty plains in the country that are not explored because they appear empty. Most of the country is more concerned with the urban centers and the farms that surround them than an empty land of little to no worth. Put there, somewhere in the plains, is the vault of the true King of Crows, a powerful necromancer who was felled centuries earlier.

The Bremid Empire
Elves 50% Half-Elves 20% Dwarves 13% Humans 11%
Halflings 3% Gnomes 2% Tieflings 1% Half-Orcs 0%

The Bremid Empire has the largest concentration of elves on the continent of Aldona. It has been ruled by an emperor (always an elf) for centuries. Before that, it was a loose conglomeration of principalities. One of these began to conquer the others and an empire was forged. Underneath this empire are the large Dwarf cities Angal and Lehnar. Much of the architecture and defenses of the Empire were inspired by the synergy between the two cultures and their alliance. The current emperor, Thal Karnar, is content with the Empire’s holdings and is content with taking potshots at Khull for entertainment and shows of power. The Empire is ruled by the iron fist of the emperor and his wishes are carried out by his governors and his legions. By law, the other races are not supposed to be treated as inferior to elves but in practice, elves have been in power too long for anything to change now. Still, anybody can have a happy life in the Empire as long as they follow the rules.

Callas
Humans 46% Half-Elves 17% Dwarves 13%
Elves 10% Tieflings 7% Halflings 3% Gnomes 2% Half-Orcs 2%

Callas is a destination for the very religious people of the continent. The culture of the land puts divine magic over arcane magic. In many areas of Callas, arcane magic is actually frowned upon and in the capital, it is actually outlawed. The biggest temples on the continent exist in the capital but mostly to the main pantheon. The Temple of the Three Suns is the biggest of them. Smaller temples are plentiful through the rest of the countryside and in the middle of a forest is one of the few temples dedicated to the Goddess of the Hunt. There is also a sort of safe haven for tieflings near the western coast where tieflings can go to be safe. It is one of three cultures guided mostly by elves and half-elves as they seek to teach the younger races about the gods. The government is ruled by a rotating priest figurehead for a religious council. This council is inclusive of representatives of all established religions except, of course, those who worship the evil gods.

Deneia
Humans 46% Half-Elves 14% Tieflings 12%
Elves 10% Half-Orcs 10% Dwarves 4% Halflings 3% Gnomes 1%

The land of Deneia is a land of lakes and rivers and because of that, it is a place of mostly swamps and forests. It is a very green land that is difficult to travel through because of the various bodies of water that must be crossed or avoided. There are very few large settlements in the center of Deneia. Most of the larger settlements are nearer the borders to enable trade with their neighbors and they have plenty of unique agriculture to trade. The royal court of Deneia figuratively and sometimes literally floats. The royal family of Deneia is notoriously paranoid and therefore moves their headquarters weekly to prevent being caught unawares by potential enemies or other undesirables. Part of the reason for this is that the royal family’s bloodline became Tieflings centuries ago. Some bad experiences set off long years of obsessions with protection.

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

Sitting on a huge peninsula at the base of the so-called Emerald Continent of Aldona, Eloria is a jewel nearly surrounded by the Calm Sea. For centuries, it has been ruled by the royal family in an unbroken chain since Galen I led the armies in the First Great War, defeating the evil, Vistra, and his Orc/Fiend alliance. This victory caused the formerly loosely allied districts to forge themselves into a new nation under the heroes of that war. The people crowned Galen and he laid down his sword in order to lead and protect his people. The crown was passed down the line from King to Queen to King and so on. Now it adorns the head of the current King, Liam III. He is supported by his wife Gianna, his heir Ariana, and twin princes Galen and Bram and Princess Cora. The Kingdom of Eloria is divided into six districts that surround the capital where the royal residence is. The land was divided into districts by land type and each is locally managed by a noble house, supported by lesser noble houses. The King has full say but cannot micromanage and a lot of trust is placed in the nobles and the people to maintain both efficiency and harmony.

Gosha
Elves 40% Half-Elves 25% Humans 20% Dwarves 5%
Halflings 4% Gnomes 3% Half-Orcs 2% Tieflings 1%

If you did not know better, you would think that Gosha was an uninhabited forest island. However, it is because the people on the island do not really believe in development or showing their faces. A largely druidic and simple living society, they are more in tune with nature and thus shun urban living. This also means that it is a greater hot spot for exposure to the feywild. The country is sometimes a destination for druid and ranger coming of age ceremonies. In exchange for being left alone, the druids of Gosha provide the rest of the continent with their fine wood from fallen and dead trees. That wood is used in some of the finest crafted objects, weapons, and boats across the continent.


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