Showing posts with label regions. Show all posts
Showing posts with label regions. Show all posts

Thursday, January 12, 2017

The Face of Thedas 800 TE: Tevinter, Part 2

Map of Thedas, edited (see how below)

More Major Settlements

Marothius - The town is a waystop for anyone heading up into the mountains and is known for its hot springs, but it has remained small. Far from roads, rivers, or ports, the stone houses are not picturesque, the streets are packed dirt and the locals squeeze tourists dry.  They are cold to outsiders but generous with each other, at least until matters of defense arise.  Then the top families, which rule in a council, begin struggling over how to proceed.  The one thing everyone agrees on in that a miracle recently happened which turned the surrounding hills multi-colored.  There are many theories as to what it means and which Old Gods are involved, but thus far, no reliable answers.

Minrathous - The island sprawl of this imminently defensible city is a wonder to behold, surrounded by ports and held by successive rings of high walls, fierce magic, and mighty golems.  Its ornate architecture is embellished by materials from all corners of the empire.  Height denotes status, with the temples crowning everything (and serving as the residences of the top mages), the spires of the most powerful families and great senate just below that, and so on down to the peasants who live at street level.  The catacombs beneath the island are legendary and largely mysterious; no one has mapped them all.  The city is burgeoning with visitors (both willing and unwilling) year-round, which leads to swift and merciless justice in the name of order.  Known for its arrogance, constant use of magic, and unending thirst for knowledge, Minrathous' grandeur is touted as the sign of its destiny to rule.  Great pains are taken to maintain, repair, and improve every edifice of note, especially after the great civil war led to attacks, sabotage, and even demolitions.

Neromenian - Once the stronghold of the tribe of the same name (before it joined the Tevinter tribe), this city is majestically perched atop steep cliffs that also protect its ancient port.  It is the heart of Tevinter's military tradition, with a grand temple to Toth and year-round training grounds.  It is also a major hub for the slave trade and its cobbled streets and intricate buildings are maintained by the slaves it keeps.  The city receives tribute in exchange for patrolling the region and ensuring the flow of trade - or else it impedes its neighbors until they give in.  There is no central vision for the future of Neromenian, however, so its gains remain in the stranglehold of corrupt officials.  The locals hold out hope and are known for their humor in the meantime.

Nessum - Bullying its neighbors at the slightest excuse, Nessum presides over trade between the Imperium and Kal-Sharok.  The inhabitants have a reputation for their confidence but save their belligerence for the upper world, mostly because they have come to respect the cut-throat ways of the dwarves.  The area is a regular stop for the Tevinter armed forces and traders, but the crushing tides are kept in check by proud and fierce locals.  The town is spotlessly clean, with some of the best lighting and cleanest water in the empire because of this.  Dolus suffers Nessum's ire the most because of its decadence, which the straight-laced community to the north despises with all its might.  But the land itself is difficult to defend, and a mighty artifact was recently burgled from Nessum's sole leader's possession, leading to violent crackdowns but no suspects. 

Perivantium - The dry plains of Perivantium hold one of the most ancient inland human settlements.  It is warmer and more desert-like, especially as the Silent Plains have spread their sands over the years.  This makes it an excellent repository for written works and delicate objects.  The sages of the city's library are sought from afar and charge a premium for their advice.  A legendary magical system of pipes carry hot and cold water to every major building, including a system of public wells that are strictly monitored and temple baths that are known for healing powers.  The luxurious streets seem to exist in a permanent hush that almost hides the whispers of bribery, theft, and nepotism.  A recent, mysterious and lavish gift to the temple of Razikale will be unveiled at some point in the new year, and the rumors are driving residents to distraction.  What is it - and who will the temple favor for it?


Art from Those Who Speak depicting Qarinus (see details below)


Qarinus - Built with strong fortifications on the Nocen Sea, its thick walls, distinct round towers, and famous domes have only become more powerful since the city embraced the rule of the Tevinter Imperium.  Though Qarinus lost to Minrathous as the capital, it came to prominence with the fall of Arlathan.  As the closest human settlement to the Arlathan Forest, it was the first stop for the flow of elven slaves and grew rich on the proceeds.  The city remains a major port, its inner wards pleasant and lush with tiled courtyards.  Wealthier citizens use horses and carriages to parade through the streets, covering their erotic pastimes with a veneer of pomp and civility.  The outer, more recent wards are crowded and more often besieged by creatures from land and sea.  Some have been lost to battle and rebuilt later, but the interior hasn't yet fallen.  But for those on the outskirts, despair is only as far away as the cold winds from the sea.

Solas - Once upon a time, Solas was an elven city in a sea of grasslands and an uneasy neighbor to Barindur, a human stronghold to the southwest.  Then, twelve hundred years ago there was a terrible rumble in the night.  If the elves ever knew what befell Barindur, they left no tales of it.  Solas was surrounded by the desert that swallowed Barindur by the time the Imperium claimed it six centuries later.  It has since been completely revamped out of pride and necessity.  Though its population is smaller, water and food are often concerns.  Its friendly reputation and position near the road keep it afloat through fees, guides, and storage, however.  Locals secure all kinds of cargo, no questions asked, so long as the coin is up front.  Such private strongholds are better defended than the small city itself, which has walls worn by the elements and roaming creatures.  But the inhabitants remain hopeful and let the opportunities come to them.

Tantyra - This small town stands apart from the empire in its location, strict religious devotion, and struggle.  Temple leaders and much of the population call for moderation and lavishing any riches on the gods.  Half the town, however, sees the potential in its position and craves more, each for him or her self.  Instead of blood in the streets, however, tranquility is maintained through the guile of those who dare to operate despite temple eyes and disapproval.  While the town is well guarded, it has many hidey holes and the wild mountains across the river see steady forbidden traffic.  Most buildings not related to the temples (and there is one of each) are in various states of disrepair, at least externally.  Exclusive dens, attics, and basements are where sinners go to imbibe the intoxicants that keep them calm and satisfied - for now.

Vol Dorma - The first city down the road from the capital presents a strong facade, but a facade is all it is.  Orderly, laid out from day one in well-patrolled grids, Vol Dorma is ridiculed widely for its many failings.  Incompetence is only one problem; campaigns of sabotage undercut the city on the larger stage as organizations both criminal and legitimate vie for local control.  Bribery, hostage taking, and other crimes complicate marriages, public events, and business talks.  In fact, high drama is possible in nearly any venture, leading most outsiders to pass through quickly before they get caught up in true messes.  All of this is covered up or ignored by Minrathous, so long as the flow of trade along the road remains uninterrupted.  The magisters have sent forces to sweep up Vol Dorma only a few times, including the last trade season, which has led to temporary calm.  But no one expects it to last.

Vyrantium - The City of Lights is a popular destination for all Tevinter citizens, nestled as it is in the middle of the northern sweep of the Imperium.  Craft guilds are the main power next to the magisters there, and together they have improved the city in nearly every respect.  In fact, they keep improving it obsessively, leading to disarray due to scaffolding, supply lines, and other hazards of construction.  It is said that this is their bid to keep locals busy, the ports bustling, and the tourists coming.  Skeptics worry about what will happen when the coffers run low, and just where the coin has been coming from, no one but the inner council knows.  Currently, it is easy to find a day's work, and slaves only take care of the most drudging tasks.  Romantic balconies, sweeping architecture, clean gutters, and paved streets set the scene for the most wonderful display of lights anywhere after dark.  Locals are given bonuses to arrange as many kinds and colors in and outside of their buildings as possible, and magisters give brilliant shows of magical fire and electricity on many days of the week.  Reflective surfaces are set up to refract the glow to dazzling effect, making seduction - and pilfering - almost too easy.

Sunday, November 20, 2016

The Face of Thedas 800 TE: Tevinter, Part 1

Map of Thedas, edited (see how below)

The Heart of the Empire in 800 TE

The region where the first human tribes settled in Thedas has remained verdant and reliable, receiving cool ocean breezes along the coast and good rainfall further inland.  This has helped to support a burgeoning population, even in leaner years.  The hills scattered throughout protect the valleys from winds and other destructive weather, and mountains provide clean water sources from the edges of the territory.  The Minanter River has become a steady thoroughfare for boats and new towns are likely to spring up along its path in the future.

Many of the worst beasts have been eradicated or driven away in the last five centuries, but swift attacks on land and from the sea continue to keep Tevinter's soldiers busy (in addition to their duties tending the slave trade).  Not a few nasty surprises have come from within the Silent Plains.  This is where it is said the city of Barindur once existed more than a thousand years ago, before being wiped from the face of Thedas by the wrath of Dumat.  No new settlements have been planned in the stretching dunes and caravans do not dawdle there.  Luckily, the road is well maintained so they don't have to linger.  Rumors that the desert is cursed persist.


The Reach of the Imperium

The Imperial Highway starts in the capital of Mintrathous and snakes along the interior of the continent, reaching most places a civilized Tevinter citizen cares to go.  It is regularly patrolled by soldiers, since the highway draws everything from beggars to bandits to inhuman predators seeking sustenance.  There are not always enough patrols to cover stretches that are furthest away from civilized areas, however.  The road currently ends at the fortress of Ostagar in Ferelden, which Tevinter forces are holding with all of their might.  Rumors say it is nearly ready to stage the full-fledged invasion of Ferelden that it was constructed for.

Tevinter influence in 800 TE is felt far and wide, but to varying degrees.  The Donarks are distant and wild enough to have settlements that are mostly independent.  The Hunterhorn Mountains and Tirashan forest have a few outposts, but many places to hide.  The Frostback Mountains remain dangerous, which is why the highway has been built around it.  The expansion of the road across the midsection of Ferelden cost the empire dearly, but the Krayvan family of Emerius poured their gold and influence into it.  Since it is now serviceable (though not complete), upper crust Tevinter families are getting ready to bring their culture to the Almarri tribes, along with a change in leadership.

The first, most esteemed, and most developed cities of the Imperium are north of the Silent Plains, where the Tevinter tribe took hold and became prosperous enough to overtake their neighboring tribes eight hundred years ago.  Bounded on the west by the Blasted Hills and on the east by the mountains where the Hundred Pillars stand, the heart of the empire begins at the Minanter River in the south and ends north at the Nocen Sea.  (The jungle island of Seheron is Tevinter territory but sparsely settled.)  No matter how far it extends its reach, this cradle is the home of Tevinter's mightiest noble houses.  The towers of Minrathous remain the goal of citizens at the furthest reaches of the empire.


Peoples and History


By this point, the initial tribes that came together under the Tevinter banner in the cradle of the empire are largely intermarried and indistinguishable, though the more martial traditions of the Neromenian tribe are felt stronger in their old bastions.  




Asariel - The City of the Dead is known for several things, chief among them its catacombs and echoes (commonly called ghosts).  These natural and expanded caverns have served as the resting places for the Imperium's most hallowed dead for over four centuries, and the city has enjoyed respect for its dedication to Dumat as god of the dead.  Prices and tithes are high everywhere, since the inhabitants are greedy and so close to flush Minrathous.  The local bureaucracy is ruthless and crushing, but deals more with squeezing the living than supporting the city.  Many of the older edifices are untended and falling into ruin.  Otherwise, the inhabitants are friendly and patient.  As a bustling center, the city suffers from awful smells due to the overrun sewage system, the trade in bodies, and tanning.  The whole area seems desperate for distractions, whether they're stories, strong drink, or something else entirely.

Carastes - This quaint town could be a city, and in some ways it is.  Warm villas sprawl along the hillsides, giving way to buildings on stilts, beautiful bridges, and docks extending out over the water.  The environs have been sculpted, painted, and carefully arranged to take advantage of the romantic views.  Those who manage to live there are quite comfortable, though they must often repair major damage to their homes due to the elements or attacks from sea creatures.  Most can only afford to visit or spend a season, however, before they are priced out.  This doesn't mean that the town is empty, but that most faces don't linger for long.  Some citizens earn their keep by dealing in rarities and feeding the endless appetite for luxuries.  Those who can show true skills in the arts have a chance to become members of the artists' colony there, so many make the journey to be judged.  But in the sleepy sameness of a pampered life, the people jump at any new source of competition and acclaim.

Cumboros - This town sprang up out of sheer efficiency - it was at the end of the Imperial Highway and on the water.  The effort was well funded and enough citizens were sent to serve the empire, but it hasn't taken off the way many believed it would.  For one thing, it's colder, taking on chilly breezes from the Waking Sea.  The area tends to give visitors an unsettlingly calm impression, but the natives are known for having volatile tempers.  And the priests of the Old Gods are particularly devout and dedicated to controlling everyone's lives.  Thus, Cumboros has excellent natural defenses and sanitation, but struggles to maintain enough hands.  Nearby is a pit whose depths have not been explored due to prohibition from the priesthood.  Instead, offerings are made to the various gods throughout the year by being thrown inside.  Lately, offerings have been desperate due to an alarming uptick in infant deaths.  

Dolus - The decadent town of Dolus is a world away from its neighbors in temperament and goals.  It is hand-waved as a serious destination because of its overzealous dedication to Urthemiel, Dragon of Beauty.  The whole area is a haven of intoxication, aphrodisiacs, festivals, and food.  Its people can afford such luxuries because of the tariffs charged on any trade through its territory, the exporting of drugs and other fare, as well as deals important families set up to keep the locals supplied.  Bribery, nepotism, and other forms of corruption are expected at every level, as is participation in the fun.  Needless to say, one needs to be hale and hearty to survive a long stay here, and the population suffers at times from fatal overindulgence and accidents.  It is revitalizing currently, clean and bright and open to attract a new crop of those looking for a good time.  The townsfolk are quite open to suggestions and hospitable - quite open, indeed...

Emerius - The City of Chains is a main supplier of jet and other stones, with extensive mining operations and a great deal of slave labor.  Carved out of the rock walls along coast, it is the heart of the slave trade and the latest of the great imperial cities.  Since it is a valuable port, it is defended by the Fourteenth Cadre, also known as The Black Cadre, a particularly vicious squadron of the army.  Most Imperial soldiers find it a punishment to serve there, with the sheer crush of people, the threat of slave revolt, and the Cadre's notorious hazing rituals.  The Gallows fortress in the habor is filled with statues of tortured slaves and the bodies of those executed to maintain order.  It is largely regarded as a dirty, troublesome cousin by the magisters (even if its upper wards are clean, with excellent flagstone streets).  Occupants make their lives bearable through bribes, extortion, and blackmail.  A few make their reputations through stunning (and often suspicious) acts of charity.

Iscara - This town has been famously rebuilt after a long and irregular series of disasters (from a flood, to a massacre, to a landslide, to wars between leading families, to a high dragon attack).  Its growth has been curtailed by these hardships but its leaders continue to hope that it will gain the support needed to become one of the great cities.  The perfect soil, pleasant temperatures, and proximity of the Imperial Highway make it a prime location.  The Iscara family continues to offer land and other rewards for those who will keep and defend it (though any who wish to leave must pay a hefty toll, or else).  The township has a sparse population right now but swells in numbers during major army movements and trade in the area.  It is a common stop and has a stalwart reputation.  Visitors are warned to avoid Iscaran grudges and vendettas and the area does a steady business in poisons and contract killings.

Marnas Pell - The Defiant City (or as locals call it, the Thrice-Ruined) is a badge of honor and a resentful wound in the side of the empire.  First, pollution from being close to the City of the Dead continues unabated.  Bodies carried through its territory leave vermin, disease, and disgust in their wake.  Then, a magic experiment gone awry several centuries ago led to a major ongoing problem with local features, and a wide swath of the city will realign itself at sporadic intervals.  It is a problem that none of the mage circles have been able to solve.  Finally, experiments allowed within the city have led to boons and banes, as well as ghostly echoes and other problems.  Praised for its breakthroughs and buoyed by support from all of its temples, Marnas Pell is regularly overrun by visitors seeking miracles.  Natives hold on to hopes that a new spell or item will stabilize their chaos, and try to keep their heads down in the meantime.

Monday, October 3, 2016

The Face of Thedas 800 TE: The Anderfels

Map of the Anderfels, edited (see how below)

The Anderfels of 800 TE

The Anderfel region of the Tevinter Empire is rife with life, mostly of a savage variety.  Those who call it home must be hardy to hunt and survive there.  Its summers can become quite hot quite suddenly, especially in the interior, killing off the vegetation in the central grasslands swiftly and sporadically.  In winters, the mountain areas closest to Tallo's Eye bear the brunt of harsh winds and blinding dust.  The steppes further south and those closer to the seas turn muddy whenever it rains.  Although the volcano called Tallo's Eye has been inactive in living memory, occasional tremors keep the locals on their toes and sometimes set off mass migrations of creatures, as well as landslides.


Peoples and History

The Yothandi tribe quietly settled the Anderfels nearly six hundred years ago, leaving the Tevinter Imperium behind (some say in horror at the destruction of Arlathan).  They tolerated being claimed by the Imperium for a few centuries.  The Tevinters were distant at first, allowing the Yothandi more freedom, and they provided regular food supplies when aid was requested.  The Yothandi were proud but always suffered from food instability, so breaking away from the empire was particularly painful and led to rationing for the length of the rebellion.  

Still, they felt the need to establish their own rule in their own land, which was very different from the heart of the Imperium.  They claimed that the Tevinters had grown soft because of their slaves and had forgotten that there was more to life than magic.  All of the lasting towns in the Anderfels were established by the Yothandi, who wanted stable bastions against creatures and access to water.  When they heard the Tevinters were sending their armies south in a bid to overtake the tribes of Ferelden three hundred years ago, the tribes of the Anderfels met and made the decision to declare independence. 

The Orth tribe left the Tevinter hundreds of years before the Yothandi and tried to remain isolationist up in the Wandering Hills.  They have always been nomadic, making regular pit stops and marking the land with their own script.  They were the first to push for independence and the last to give in to the reconquering, attacking Imperium soldiers in guerilla raids for a year after peace was made.  It is said that they know ways into the inactive volcano that is Tallo's Eye but none have been able to follow them in.

177 years of rebellion ended with Tevinter victory nearly 150 years ago.  A circle of magisters was established in the Anderfels after the reclamation to keep an eye on the locals.  It moved several times without warning, showing up at settlements unannounced.  It seems to have settled in Hossberg, leading to the city's recent increase in importance and prosperity.  Not only were more soldiers and nobles moved into the region, but an active campaign to intermarry with the Yothandi was carried out.  The Orth's numbers were decimated by the final battles but they did all they could to avoid intermixing with the Tevinter.  During the war, captured Orth would often be released pregnant.  Later, Tevinters strong-armed the weakened Orth into marriages in exchange for support.

The resulting mixed generations have become known as the Anders.  Orth separatist tribes still exist, rarely attacking Imperium agents anymore, but they insist on wearing their facial scarification rituals to set themselves apart.  The Yothandi no longer refer to themselves as such and have lost most of their folkways.  


Main Human Settlements 

Hossberg - Gathering in power as a population center, given its ready supply of water and cooler temperatures, it is being built up with structures of Tevinter life, with some larger halls, temples, and the like.  It is also becoming a center of art, trading in art it gathers from across the Anderfels.  The Magister circle has made itself indispensable by degrees with its healing and nature magics, something the Anders have become more grateful for over time.

Kassel - This is a glorified waystop between Tallo and Hossberg, simple, ugly, and dirty.  It is the clearinghouse for people and goods going elsewhere, so there is often work to be found that's safer than many other types of employment in the Anderfels.  Imperium patrolmen are sometimes posted here as a punishment for angering nobles.  There is a small arena where people take out their frustrations, place impressive bets, or dare each other to do crazy things, and it has a reputation for being quite lethal.

Laysh - This town enjoys more freedom given its remote location, though it is often beset by creatures by land and sea.  It has a lawless air and few cases make it before the head priests or the figurehead governor (a position known as Recarius in Tevene) before they are resolved through private duels.  Assassinations and poisonings are seen as cowardly and dangerous to everyone, and rogues are watched more carefully than mages.  There is a regional saying that one has "earned one's boots in Laysh," because the town makes distinctive footwear out of a variety of beasts, and those who make the kill get the first boots from a carcass.  The more fearsome the beast, the more impressive the person who killed it.  To steal footwear in Laysh is a deadly insult; to claim to have served in Laysh falsely will be met by violence by anyone who has actually done so.

Nordbotten - As a distant population that wants to be recognized, the people here seek opportunities to stand out.  They are accused of pulling stunts, fabricating legends, and pretending to find relics of the Old Gods, in short, doing anything for attention.  The locals know that they work hard for what they find.  They send regular expeditions into the Hunterhorn Mountains and other dangerous places, and are usually the ones who brave the Deep Roads to Kal-Sharok.

Qundalon - The Moot of Many Rivers is the traditional premiere destination for fishers, hunters, trappers, and others who work and homestead across the eastern half of the abudant Donarks.  It is a skeleton of a town that remains on a piece of land jutting out from the web of rivers to the sea.  The population rises and falls drastically with the seasons.  In spring and summer, many leave to engage in their trades and forget about the empire.  In autumn and winter, goods are brought in and families hunker down.  Tevinter efforts to build a permanent, larger settlement have so far met with limited success and little enthusiasm, something the Tevinters simply cannot fathom.

Tallo - The port does all it can to get regular shipments to and from Minrathous, but the capital often makes demands or otherwise plays games before acknowledging the much smaller city.  Tallo's leaders have tried to draw more Tevinters to visit or live there by creating a social club with a strict guest list (it is notably mostly empty of dignitaries for now) and by holding more public celebrations than elsewhere, except perhaps Hossberg.  More slaves are shipped in through the port than ever before, though they often die at sea or while being transported across the interior.  Should they survive, they are generally viewed as extra hands to help with the land.  Few native-born Anders have the time or inclination to abuse them.


Dwarven Settlements 


Kal-Sharok - The dwarves here trade with the Anderfels more since the Tevinter reclamation, but even that is sporadic, since the humans must make the journey all the way to the thaig.  There is no easy route to the surface and no safe mid-way point.  The thaig tries to hide its slow but steady decline in prestige as the dwarven empire taxes it more heavily.  


Regions


The Blasted Hills
Blightlands
Broken Tooth, a jagged butte and known landmark
Feral Fjords
Hunterhorn Mountains
Lattenfluss
Merdaine
The Wandering Hills, heart of the Orth people
The Weathered Pass


Religion

The Yothandi once revered totem spirits based on local creatures but gave up their former beliefs once the Tevinter convinced them at the voices of the Old Gods were truly divine.  The Orth worshiped a secret deity known as Tallo and fought against conversion efforts, distrusting the Old Gods.  This marked their faith as inimical to the religion of Tevinter.  Many expect that the Orth only pay lip service to the dragon deities to this day.  Imperium agents often try to catch the Orth in heretical practices to make an example of their continued ignorance.


Character Backgrounds

Unchanged from the Ander Survivor background in the core book, except as follows: 

Characters with a Yothandi-Tevene heritage might gain a focus in Cunning (Navigation) on a roll of 5 instead of Historical Lore.

Orth characters might gain a focus in Cunning (Natural Lore) on a roll of 5 instead of Historical Lore.


Destiny/Spoilers (highlight to read)

The challenges of the Anderfels were different in 800 TE.  There were more living things to worry about, for one thing.  Temperatures were not as high or dry across the interior; the worst of that came later, with the Blights.  With the grasslands that would spring up regularly, creatures of all kinds would move in to take advantage of the feast.  Population centers were smaller so fighting incursions could be more difficult and losses more deeply felt.  Some cities, like Sundarin, did not yet exist.  There was no fortress or habitation at what would become Weisshaupt, but it was a noted location.