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Other cities of the Basin Area


Mr. R

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This will be an ongoing document, so feel free to make suggestions or improvements.

 

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There are of course other cities around the Basin Area known as the Gefting Sea.  Basically an inland lake that is about 1000 kms East-West and about 200 kms North-South and is roughly rectangular in shape.  The Kulana River is the only outflow that leads up to the Northern Jungles.  Aerelios is located at the start of this river and has been described elsewhere.  Now we will look at some of the other major cities and states that surround this sea.

 

 

Danica

We will start with Danica, which is located down river from Aerelios and has a friend/foe feel to it.  Often called the Rivers City because Speno River and Fairn Rivers empties into the Kulana and near this location.  One river starts in the Elfhost Forest, the other near the Wyrmian Mountains.  As well, the city is close to the Forbek Steppes.  It is the last city before you pass out of the basin area and as such is the first to get items from the Bola Wates, the Divided Plains as well as the K’Rsondi Jungle.  Recently the city's fortunes have taken a downturn due to the new kingdom at the end of the Kulana River.  This new kingdom has outlawed slavery and persecutes any and all slaver operations that pass through it.  Since part of Danica’s wealth was from trafficking, this has been a blow to the city. 

 

It does have many other industries however.  It remains the clearing house for goods coming from the North.  As well it gets wood from the Elfhost Forest and metals from the Wyrmian Mountains.  These are turned into finished goods it sends downriver to Aerelios and then to all the Gefting Sea.  

 

Government is a monarchy, with an advisory council.  Until recently Danica was patriarchal with women being used as bargaining chips in political games.  After the Week of Red Blindness however, females are getting a larger share of power and rights.  There is talk of allowing a noblewoman on the council, but old habits linger. 

 

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We are going to go clockwise, and so we go east.

 

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Koy

Koy is a smaller city located 160 km north and east of Aerelios on the banks of the Lost River.  Its actual location is actually about 300 km inland up river.  The reason for this placement is that it is right next to one of the passes that lead into Kerq through the Shattered Hills.  Both the river and the hills start north in the Wyrmian Mountains.  As such it makes an ideal spot to get items from the mountains and the hills as well as trade goods from Kerq.  

 

Most of its items are shipped overland (200 km) to Aerelios for refinement and distribution.  

 

Government is by a local hereditary ducal family (the current leader is the Duchess of Koy) and is passed to a family member that is judged to be the most qualified.

 

Koy has had it hard as of late.  Goblyns control the hills and River to the North, and the other two river towns are goblyn occupied ruins at this time.  Thus most of Koy’s source of income has been cut off.

 

Kerqod

Is located on the upper east corner of the rectangle that is the Gefting Sea.  Located at the mouth of the Tamed River, which is the major river that drains most of Kerq.  Between the Tamed itself and the smaller rivers that drain into it, almost all the goods in Kerq end up in Kerqod.  

 

Kerq itself is almost self contained.  It comprises most of the northern coastline of the Sea and the southern part of the mountains.  East to west it has the Shattered Hills to the Wyvern Hills.  

 

Kerqod was hit hard by the Cramlyk plague years ago and almost all the noble family was killed.  Those that remained were in no shape to govern and so the local craft guilds began to run things unofficially.  Eventually it became official and has worked well enough ever since.  Every craft guild (and yes this includes Runecrafters and Cleric Alchemist) elects one of their number to serve on the city council.  Once there, the council elects one of their members to serve and Prime Councillor. This happens every five years.  

 

Kerqod has weathered events pretty well so far, but goblyns still control most of the northern and western sections.  Of prime concerns are the incursions into the Goddess Wood (Scared to Mareleea) and the danger of cutting off the Bola Pass, one of the only passes through the Wyrmian Mountains into the Bola Wastes to the North!

 

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We continue our voyage across the Basin States!

 

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Ixon

As the Gefting Sea turns south, it is framed by the Wyvern Hills to the east.  Finally at the bottom of the eastern corner the Sea turns to the west.  Here the Onel Hills start in the Hrange Forest and head east/west with some of it going into the Gefting sea as a small chain of islands.  Just north of the hills is the only city on the Sea that is not tied to a river.  This is Ixon.

 

Ixon exists because it is the representative city of Feydon.  As the Wyvern Hills decrease and before the Onel Hills is a flat plains area that Feydon has claimed.  Feydon has most of its cities on the Eastern Coast, but realized that having an outlet for its goods, and a presence in the Basin was good business and politics.  Thus a road was built from Ebon Bay the capitol to the Sea and a city was founded just at the north of the Onel Hills.  

 

Ixon is also called the Cliff City, because it is literally built into a cliff.  The top of the cliff has the city, and the base of the cliff was hollowed out to form a small harbor and anchorage.  Ixon is not very large, but happens to be the clearing house for Feydon made magic items as well as Reuchian weapons and armor (More on Reuchia next) as well as items from Ebon Bay and the Far Islands.  As a result the city is VERY well defended.  During the Compact Wars, it remained neutral.  

 

Feydon is a Magocracy, and Ixon is no exception.  Only those who practice magic (Metier, Totemic, Runecrafting, Clerical Alchemy) are allowed to vote.  The current High Mage reports to the High Mage in Ebon Bay.  Currently the High Mage is a Totemic Shaman from the Far Islands, who was elected by those who thought she was easily led.  Now many are regretting their decision as she has proven to be a fast learner.

 

Ixon today is surviving well, but goblyn raiding parties from Moreg’s Brow and the southern part of the Hrange Forest have been raiding caravans coming from Ebon Bay. Also the problem with Reuchian refugees continues to plague the northern border.

 

The failed state of Reuchia

Reuchia was at one time a feared state amid the Basin States.  Famed for its weapons and armor, as well some of the best trained soldiers anywhere.  But this was built on a fooundation of slavery.  The warriors were able to learn and practice because a large population of slaves did all the menial jobs.  But Cramlyk from decades ago hit the whole population hard and the proportion of slaves to slave holders was becoming harder to maintain.  Then the supply of northern slaves dried up, and though Reuchia tried to find another sourse, it was difficult.  The thought of having to change never entered their minds.

 

It did not help that Faydon to the south was a meritocracy with no slaves, and Kerq, just on the other side of the Wyvern Hills had a very limited type of slavery, didn’t help matters.  Some slaves even prefers escaping into the Bola Wastes.  Then the Compact Wars occurred and many Reuchian left to make their fortune.  When the Goblyns attacked, the Reuchians left were sadly insufficient and pushed to the coast.  Most slaves took this opportunity to leave their farms and head south to Feydon, or take their chances throught the Wyvern Hills to Kerq.  What is left are the cities of Corisar and Jerayn, both on the Far Coasts at the mouths of the Dragonsblood and Breath River’s respectively.  Just south of Jerayn is the Faydon border.  The former capital, Dragon City, located inland on the Breath River at the foot of the Wyrmian Mountains is now a Goblyn Stronghold.  

 

Many former Reuchians dream of the day they may go home, but many wonder what kind of Reuchia they are going to make after it is done!

 

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We now are on the Southern Coast of the Gefting Sea

 

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Thomar 

As the Gefting Sea’s Coast now goes West we come to the next major city!  Thomar is a leftover from the former state of Moregador.  Near the end of the Compact Wars, Moregadar was already fracturing.  Ruthless politics and backstabbing made it that in many cities there were new rulers every 3-4 months.  In fact the head of the country was usurped five times in a period of two years.  But between the stress of the Compact Wars, the Goblyn attacks, and the seven years of drought, the country fractured.  Thomar Is one of those cities.  Located near the mouth of the Nacha River that ran down from Moreg’s Brow in the south. It benefits from a secure anchorage and access to the Onel Islands.  Also it has a trade deal with Ixon for selling and buying products as they are so close.  Thomar’s greatest asset though is that it controls one of the largest fleets of merchant ships in the Gefting Sea, a left over from the former state of Moregador.  They are not the best merchants, but they do make excellent sailors, such that most trade on the Sea is carried on Thomar ships.   However, Thomar has lost easy access to the Hrange Forest for replacement wood and her ships are starting to age.  

 

Thomar’s government appears unstable as before, with people vying for power and still engaging in pointless games.  What few realize is that a VERY well trained bureaucracy runs everything and the leadership are just for show.  They have no real power, the achievement of office is all for bragging rights.  Those in the know head to the chiefs of various departments for anything official.  Some are wondering when the “supposed leaders” are going to realize they have been played.

 

Speaking of play, there is one group from the former Moregador that still has an affectionate part in many Thomarian hearts, The Players.  The Players are devotees to Chast the Goddess of Chance and Trickery.  They go about vying to do amazing feats, and taking amazing chances, all for the bragging rights.  At the moment, for many, the great feats are freeing some of the Southern parts from the goblyns as well as reestablishing a presence near the Hrange Forest to help reinvigorate Thomar’s Navy!

 

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And we finish the last two cities on the south coast.

 

Next up a primer on outside the Basin States!

 

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Diltren

At the midpoint along the southern coast line is the Thrubben River.  At one time this was the border between the former states of Moregador and Thosque, but with the break up of those states after the results of the last years, the  cities along the river have banded together.  As a result they have been better able to weather the last few years.  The main city is Diltren, called the City of Bridges.  Though most trade follows the coast, some is shipped overland and has to cross the river.  The city makes good money charging a toll.  As well it has docking facilities for boats that need to stop before continuing onward.

 

As well, Diltren makes good money as its farms are still producing.  The city leaders know they will not be a major power on the Sea, but still wishes to be more than a border city where the money goes elsewhere.

 

Government is by the Prince of the City.  This is a hereditary position. With an advisory council made up of nobles and merchants who chose their successors based on ability, supposedly.  Recent events have dealt a council that is not as capable as before.  Fortunately the current Prince is capable, but some fear for the next in line.  Many still remember being a border state with feuding governments.

 

Rasul

Located at the lower west corner of the rectangle that forms the Gefting Sea is Rasul, along the Sandine River.  Rasul has a reputation for having the best merchants in the Basin area, which is not far from the truth.  Toubaris, God of Commerce, holds a special prominence in the city.  As a result, merchants hold special prominence in the city.  As a result the city holds a dislike for Aerelios as it feels it should be the preeminent city in the basin.  As it is it also is doing well, but some problems still plague it.  Goblyn raids from the Elfhost forest and from Moreg’s Brow still occour, and trade routes to the Trammel Highlands continue to be attacked.  But areas to the east are still producing and so it still has a viable economy.

 

Government in Rasul is run by merchants. They form an assembly with a small group forming the ruling council.  Any merchant in good standing in the city may vote.  Any merchant outside the city may not.  Thus merchants tread a fine line as they must continue to be viable (ie travel), but be present for crucial votes.  This results in a chaotic system at times, but it seems to work.  The other change going on in Rasul is the decline in slavery.  With the sourse of slaves cut off, more freeborn people are being forced into the menial positions and demand at least a small wage.  This is cutting into the bottom line of some merchants and more graft and corruption than usual occurring.

 

 

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  • 2 weeks later...
On 9/27/2022 at 2:20 PM, Mr. R said:

We are going to go clockwise, and so we go east.

 

 

"

Koy is a smaller city located 160 km north and east of Aerelios on the banks of the Lost River.  Its actual location is actually about 300 km inland up river.  The reason for this placement is that it is right next to one of the passes that lead into Kerq through the Shattered Hills.  Both the river and the hills start north in the Wyrmian Mountains.  As such it makes an ideal spot to get items from the mountains and the hills as well as trade goods from Kerq.  

 

Most of its items are shipped overland (200 km) to Aerelios for refinement and distribution. "

 

This is far too great a distance for an economical point-to-point trade with medieval technology. It is perfectly practical, but implies the transhumant herding of livestock, usually sheep. This further implies a textile industry, a seasonality of pasture, and an order of political organisation to make these transhumant movements safe and stable. (That is, no-one squats your pastures while you're on the other end of your range. It isn't much consolation that you can kick them out when you return if the grass is already gone.) I'm having difficulty visualising the geography, but transhumant movements often link uplands with lowlands subject to seasonal flooding. The mountain pastures are green in the summer, while the flooding has to recede in the winter. 

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2 hours ago, Lawnmower Boy said:

"

Koy is a smaller city located 160 km north and east of Aerelios on the banks of the Lost River.  Its actual location is actually about 300 km inland up river.  The reason for this placement is that it is right next to one of the passes that lead into Kerq through the Shattered Hills.  Both the river and the hills start north in the Wyrmian Mountains.  As such it makes an ideal spot to get items from the mountains and the hills as well as trade goods from Kerq.  

 

Most of its items are shipped overland (200 km) to Aerelios for refinement and distribution. "

 

This is far too great a distance for an economical point-to-point trade with medieval technology. It is perfectly practical, but implies the transhumant herding of livestock, usually sheep. This further implies a textile industry, a seasonality of pasture, and an order of political organisation to make these transhumant movements safe and stable. (That is, no-one squats your pastures while you're on the other end of your range. It isn't much consolation that you can kick them out when you return if the grass is already gone.) I'm having difficulty visualising the geography, but transhumant movements often link uplands with lowlands subject to seasonal flooding. The mountain pastures are green in the summer, while the flooding has to recede in the winter. 

 

 

Good Point.  Ok, so it is the clearing house for any trade coming down river, which it then ships by boat to Aerelios.  This actually makes sense as you can just go with the river's flow to the Gefting Sea, hug the coast, head up the Kulana River a bit and you're in Aerelios.  

 

I keep forgetting that overland travel is very much a modern (ie 1850's +) idea.  Also as a North American (Canadian) we tend to see long distances as common place.  I am reminded of a conversation with a Scotsman visiting Canada.  I asked him what he thought. "Its so bloody HUGE.  You talk about going to Calgary from Edmonton as like a small day trip.  Its four bleedin hours mate!  Back home that gets me onto the Continent!  For us anything more that 100 kms is overnighting!"

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  • 2 weeks later...
On 9/26/2022 at 7:52 PM, Mr. R said:

This will be an ongoing document, so feel free to make suggestions or improvements.

 

 

Danica mostly seems rather generic and boring (sorry), apart from the Week of Red Blindness. Whatever that was, it's interesting because ir's forcing significant social change... which some people are resisting. Here's your drama; this is worth developing further.

 

LMB addressed the placement of Koy. I'm not even trying to keep track of the geography, so I have no comment on that score. But while the linformation given is necessary, there's nothing very interesting about it. Of course, it may be that there genuinely is nothing very distinctive here. Not every place in the real world is obviously interesting, either.

 

Kerqod has some good social change with the craft guilds supplanting the (mostly dead) aristocracy. Not everyone will be happy with this change, though -- notably whoever's left from the aristocracy, and whoever owed their wealth and status to them -- which is a conflict worth developing. But the city could use something more unusual and distinctive.

 

Ison's pretty good because it's the odd man out, an outpost from a country that's mostly tied to a different region. NBobody's going to trust these guys much, though some people might be cultivating alliances with Ixon against local rivals, on the theory that Faydon has enough power to be a spoiler, but not enough to become locally dominant. Being built/carved into a cliff also makes it "visually" distinctive. And being a Magocracy means visitors can see all sorts of miscellaneous magical coolness.

 

Reuchia is moderately interesting as a collapsed state. Who's making a play for Reuchian territory?

 

Thomar's split between the "official" power elite, convulsed with infighting, and the bureaucracy that actually runs everything, has dramatic potential. But what was the basis of the former ruling class? What are the offices for which people compete? On the other side, how cohesive is the bureaucratic coalition? Is anyone talking about having the high bureaucrats try to sweep away the remnants of the old regime?

 

Diltren: Nothing very interesting or distinctive here.

 

Rasul: Your basic mercantile city, nothing very distinctive here, either.

 

While most of this hits the basic, obligatory marks for Fantasy setting design, a lot of it seems colorless. I don't see much beyond standard tropes. What is unique about each location? It doesn't have to be big or obviously important for adventurers to be memorable for players.

 

(I gather this is based on something published elsewhere? If so, I think you'll have to put a lot more of yourself into it. The setting *will* be better as a result.)

 

Dean Shomshak

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47 minutes ago, DShomshak said:

Danica mostly seems rather generic and boring (sorry), apart from the Week of Red Blindness. Whatever that was, it's interesting because ir's forcing significant social change... which some people are resisting. Here's your drama; this is worth developing further.

 

LMB addressed the placement of Koy. I'm not even trying to keep track of the geography, so I have no comment on that score. But while the linformation given is necessary, there's nothing very interesting about it. Of course, it may be that there genuinely is nothing very distinctive here. Not every place in the real world is obviously interesting, either.

 

Kerqod has some good social change with the craft guilds supplanting the (mostly dead) aristocracy. Not everyone will be happy with this change, though -- notably whoever's left from the aristocracy, and whoever owed their wealth and status to them -- which is a conflict worth developing. But the city could use something more unusual and distinctive.

 

Ison's pretty good because it's the odd man out, an outpost from a country that's mostly tied to a different region. NBobody's going to trust these guys much, though some people might be cultivating alliances with Ixon against local rivals, on the theory that Faydon has enough power to be a spoiler, but not enough to become locally dominant. Being built/carved into a cliff also makes it "visually" distinctive. And being a Magocracy means visitors can see all sorts of miscellaneous magical coolness.

 

Reuchia is moderately interesting as a collapsed state. Who's making a play for Reuchian territory?

 

Thomar's split between the "official" power elite, convulsed with infighting, and the bureaucracy that actually runs everything, has dramatic potential. But what was the basis of the former ruling class? What are the offices for which people compete? On the other side, how cohesive is the bureaucratic coalition? Is anyone talking about having the high bureaucrats try to sweep away the remnants of the old regime?

 

Diltren: Nothing very interesting or distinctive here.

 

Rasul: Your basic mercantile city, nothing very distinctive here, either.

 

While most of this hits the basic, obligatory marks for Fantasy setting design, a lot of it seems colorless. I don't see much beyond standard tropes. What is unique about each location? It doesn't have to be big or obviously important for adventurers to be memorable for players.

 

(I gather this is based on something published elsewhere? If so, I think you'll have to put a lot more of yourself into it. The setting *will* be better as a result.)

 

Dean Shomshak

I'll get on it!

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4 hours ago, DShomshak said:

Danica mostly seems rather generic and boring (sorry), apart from the Week of Red Blindness. Whatever that was, it's interesting because ir's forcing significant social change... which some people are resisting. Here's your drama; this is worth developing further.

Ok some extra info about Danica.  Because of its position halfway to the Northern Jungles it was (and is) the clearing house for all the goods coming down from the north.  Also it is the start point for any caravans heading north east to the Bola Desert and even further, the Divided Plains.  

 

But the current goblyn attacks make both more dangerous, and are cutting into their profits.

 

Add the stop to the Norther Slave Trade with the Anti Slavery City at the terminus to the Kulana River, where Danica was the location to which these slaves were first brought and sold.  This further has cut into their bottom line.

 

In addition Danica until recently was EXTREMELY patriarchal.  Women were little more that baubles used in political games.  They had little rights and even less education.  This resulted in a brain drain to Aerelios, which was much more egalitarian.  Thus greater restrictions were placed, until the ladies begged the gods for aid.  Thus the week of Red Blindness.  ALL males went blind, with only a red haze in their vision.  Though called the week, it lasted a bit longer.  During that time the city almost fell apart as the only ones who could see were totally incompetent to any type job due to lack of education and training.  If not for a number of trained female visitors to the city, who were able to help rally people, the city would have fallen apart.

 

Thus some are deciding that females need to be educated, but some are still resisting the idea.  (If you think this is far fetched, just remember we have people today in Canada who think a woman's place is in the home).  

 

Thus Danica is a place that is undergoing social change while its economic base is being undermined!

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This is it.

 

Fine, you've got the basic nuts'n'bolts of politics and economy. Some economic troubles from circumstances outside the residents' control, some more stress from goblyn attacks, and social stress makes some people double down on the social strictures. Especially the ones that distinguish them from those other people, such as the more egalitarian Aerelios. (They're stealing our women! They're stealing our property! They're reminding us that for half our population, our cherished social rules are total bullpucky!) And then a great and terrible MIRACLE happens. Real, no kidding wrath of (at least one) God.

 

... And some people still refuse to get the message.

 

On the micro level, this has adventure uses. For a start, female PCs might find themselves under special attention, not all of it friendly. On the macro level, it reminds players that this isn't just a low-tech place with a bit of magic; this is a Fantasy world with active gods, magical down to its bones.

 

Dean Shomshak

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22 hours ago, DShomshak said:

LMB addressed the placement of Koy. I'm not even trying to keep track of the geography, so I have no comment on that score. But while the linformation given is necessary, there's nothing very interesting about it. Of course, it may be that there genuinely is nothing very distinctive here. Not every place in the real world is obviously interesting, either.

Koy is having the problem that it is a border town and the goods are drying up.

 

Koy is the last town on its river that eventually leads to the Gefting Sea and Aerelios.  is is also the end of a pass through the nearby hills that leads to the plains that are Kerq.  So before there was trade through the hill to the other side, as well as some small mining.  Also the River leads north to a set of mountains rich in minerals and precious stones.  But the goblyns have cut them off from all that and are moving south, threatening the pass as well as the town.  Koy is a city in need of heroes.  Both the goblyns and the undead are making life difficult.  If some people can free the upper river from goblyns and open up the other two passes and get mining operations going again, well......

 

Koy is not meant to be flashy, it is meant to be that decent, hard working place where honest people can make a living.  Yeah that can be boring, but it is a nice boring!

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One more thought on Danica.

 

Some people from elsewhere will want to avoid Danica because it suffered a curse from the gods. A temporary curse but still... cursed by the gods.

 

OTOH, some people might want to go there, at least to visit, because it's a place where the gods answered a prayer. If one prayer was answered in Danica, maybe other prayers will, too. Especially prayers for vengeance...

 

Story seed: PCs hired to guard a caravan of pilgrims to Danica. They defend it from bandits, or whatever. As for the pilgrims themselves, this could be a version of the Canterbury Tales -- or if your players like mysteries, Murder on the Orient Express!

 

Dean Shomshak

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On 10/27/2022 at 2:38 PM, DShomshak said:

Kerqod has some good social change with the craft guilds supplanting the (mostly dead) aristocracy. Not everyone will be happy with this change, though -- notably whoever's left from the aristocracy, and whoever owed their wealth and status to them -- which is a conflict worth developing. But the city could use something more unusual and distinctive.

 

Kerq problem with the government is not the old aristocracy.  It is that the craft guilds are the aristocracy now.  And they certainly want to keep their power.  In the 400 years since they took over, rules to join the guilds, rules for being in good standing, rules for giving journeymen their master certificate, rules for wieghing a persons vote (for some members their vote counts for two or more) has led to corruption.  This is actually having an effect on their products.

 

Some feel that some sort of change is needed.  Just not sure what.

 

On top of that the goblyns are roaming over the northern parts cutting into profits.  They are also threatening the Godess Wood and the Sacred Stone Tree.  

 

Finally the refugees from Reuchia continue to cause problems.  If they know a skill are they added to the rolls and get a vote?  Most were former slaves and are uneducated.  Some would love it if these refugees just disappeared.  And some are feeding the flames of the refugees for their own purposes!

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48 minutes ago, Mr. R said:

Kerq problem with the government is not the old aristocracy.  It is that the craft guilds are the aristocracy now.  And they certainly want to keep their power.  In the 400 years since they took over,


In terms of human lifetimes, 400 years is forever.

If the old aristocracy is relevant in any way these days, it's possibly through them maintaining some control over rural land ownership. It's just as likely that they have intermarried into the guilds and ceased to exist as a separate group. That implies that non-guild member spouses are a thing of course.

Religion is another place where non-guild aristocrats could possibly maintain a presence.

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On 10/27/2022 at 2:38 PM, DShomshak said:

Ison's pretty good because it's the odd man out, an outpost from a country that's mostly tied to a different region. NBobody's going to trust these guys much, though some people might be cultivating alliances with Ixon against local rivals, on the theory that Faydon has enough power to be a spoiler, but not enough to become locally dominant. Being built/carved into a cliff also makes it "visually" distinctive. And being a Magocracy means visitors can see all sorts of miscellaneous magical coolness.

 

This is no accident.  In the last war where cities joined in one alliance or another, one remained neutral.  The reason was it was told to be by the rulers in Ebon Bay (the capitol).  Ixon is not really a city state, but a city in a state, Feydon.  But yeah, this is the place you go to the get all that wierd magical stuff.  Only Aerelios can come close to rivalling it. 

 

Ixon's problem is that it is close to the craziness in the former Moregidor, as well as goblyns coming through the Hrange Forest to attack the links between Ixon and Ebon Bay.  Also even though it is pretty far, many refugees have managed to reach even here.  So far, schools have been set up to teach them, but people still wonder what is going to happen to them!

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On 10/27/2022 at 2:38 PM, DShomshak said:

Reuchia is moderately interesting as a collapsed state. Who's making a play for Reuchian territory?

 

Well Reuchia as written was basically a stand in for.... SPARTA.  Yes, that military dictatorship built upon the backs of slaves and serfs.  There were two classes, the soldiers and the workers (slaves).  So historically Sparta talked a great game, but in reality it only managed to last so long because it was isolated.  But by the time of its battles with Thebes, it was a shell.  

 

Well Reuchia is not so isolated as Sparta.  To the north is the Bola Desert, west is the Wyrmian Mountains, southwest across the Wyvern Hills is Kerq and south is Feydor.  So its not like it would be hard to get out.   

 

So take a cut in the source of slaves, a seven year drought, an invasion of goblyns, and a feeling like they have nothing to lose, and you get slave revolt right at the perfect time.  

 

So who are the players to get back in?

1- Remainder of the former lords.  They were in charge, they will be again.  But what kind of government will they set up?

2- People from the Bola Desert.  This would be a great place to start reclaiming the Desert.  Are they allies?

3- The people left behind.  There are two port towns that are still viable.  But the former social structure has been radically changed.  The slaves will not go meekly back to being slaves, not after all they have done to keep the land from the goblyns.  

4- Kerq and Feydor.  Either one would like to get at the resources in Reuchia, especially mineral.  

5- Outside adventurers.  Conan types to tame a land and become kings of their own!

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On 10/27/2022 at 2:38 PM, DShomshak said:

Thomar's split between the "official" power elite, convulsed with infighting, and the bureaucracy that actually runs everything, has dramatic potential. But what was the basis of the former ruling class? What are the offices for which people compete? On the other side, how cohesive is the bureaucratic coalition? Is anyone talking about having the high bureaucrats try to sweep away the remnants of the old regime?

 

Well the original country was straight out of Talislanta.  It was Zandia.  You know that country opposed to Aa that worshiped Paradoxathy.  You know 10000 questions with no answers, a king who changes the day by day, people ignore most of the laws (as they are so malliable) etc.

 

So Moregadore was a place with harsh draconic laws, but nobody really follows them.  And everyone engages in cut throat politics at every level.  And I mean that literally.  At one point the supreme leadership of the country changed hands five times in a one year period.  Even the Drow are not this chaotic.  

 

So how does this country continue to exist?  Well when you have well trained middle managers, they can keep things level over time.  

 

So the former ruling class is basically a bunch of self absorbed, violent jerks.  If you wanted to be part of the aristocracy/ruling class, well you became Chaotic Evil and a user.  

 

But what if the middle managers realized that it was they who held the power.  They were the Corporal O'Reilly's of the country.  They run it and have the rulers rubber stamp it all.

 

Basically it a country that is being forced to become more stable, and soon the the bureaucrats will be officially in charge.

 

Any ideas?

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6 hours ago, Mr. R said:

 

Basically it a country that is being forced to become more stable, and soon the the bureaucrats will be officially in charge.

 

Any ideas?

 

Go to YouTube and watch a few clips from the classic BBC satirical series, Yes, Minister/Yes, Prime Minister. Smartest political satire ever written, with countless examples of how bureaucrats manipulate their reputed "masters" so that they actually run the country. The leading bureaucrat in the cast, Sir Humphrey Appleby (played by the legendary Nigel Hawthorne) would translate as a marvelous foil for PCs to encounter. (It's remarkable yet depressing how much of the series still applies to politics today, all over the "free world.")

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On 10/27/2022 at 2:38 PM, DShomshak said:

Diltren: Nothing very interesting or distinctive here.

 

This is because Diltren is actually new to this game.

 

I mentioned Old Moregador above, that Chaotic Evil, back stabbing, Social Darwinist country, where the upper classes would be in a state of continual flux.

On the other side is Old Thosque, a theocratic dictatorship, with an almost caste-like society, strict gender delineations and sumptuary laws enforced.

 

And in the middle is Diltren.  Diltren is along a river that at one point was the border between the two nations.  So imagine Talislanta's Zandir and Aa, but without a KMs long wall with ONE gate separating them.  Instead it is a river.  You live one one side you are in a Lawful Evil dictatorship.  The other a Chaotic Evil nightmare.

 

So when the fracturing of both countries occoured, Diltren and the other nations along the river joined together in a confederation.  This is very much a "Plague on both your houses!" type scenario.

 

So Diltren is actually testing its feet so to speak.  Many along the river fear the return of the previous insanity.  To that end they maintain a collective army, made up of representatives from each city.  Thus they have weathered the goblyn attacks better than their former masters.  Unfortunately many exist that did well under the former uncertainty and so want Diltren and this little experiment to fail.

 

Any other ideas?

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I have not read the Talislanta setting so comparisons mean nothing to me. But the core concept -- a border area that's become a place of its own -- is interesting. Because borders *do* develop cultures of their own, especially when the centers of power are relatively far away. And while a wall is a wall, a river can be a wall in some circumstances, a highway in others. The Rio Grande valley between the US and Mexico is a RL example.

 

Ditren's politics will be complicated, between people who still identify more with Old Moregadore or Old Thosque, and people who are loyal to the new confederation. (Who will have factions of their own -- localists and federalists.) PCs who get involved with anyone in a position of authjority may find themselves courted, threatened, or lied to by people who want to use them or prevent them from siding with rivals.

 

How navigable is the river? The more boat traffic it can sustain, the stronger the commercial ties between the communities along it. For better or for worse: If the river is navigable, local leaders might feel more incentive to try quashing rivals along it to claim a greater share of trade for themselves.

 

Dean Shomshak

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On 10/27/2022 at 1:38 PM, DShomshak said:

 

Thomar's split between the "official" power elite, convulsed with infighting, and the bureaucracy that actually runs everything, has dramatic potential. But what was the basis of the former ruling class? What are the offices for which people compete?

 

This question has not been answered. Is it just the bog-standard hereditary aristocracy? Or something else? And who allocates the offices for which they scheme and murder each other? What are those offices, anyway? Military, political, other?

 

Dean Shomshak

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4 hours ago, DShomshak said:

How navigable is the river? The more boat traffic it can sustain, the stronger the commercial ties between the communities along it. For better or for worse: If the river is navigable, local leaders might feel more incentive to try quashing rivals along it to claim a greater share of trade for themselves.

 

Judging by the map, I'd say navigable up to where it gets into the foot hill of the Southern mountain chain that runs along the south coast of the continent.  (Named Moreg's Brow).  So at least 2/3 to 3/4 is navigable!  

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6 hours ago, DShomshak said:

This question has not been answered. Is it just the bog-standard hereditary aristocracy? Or something else? And who allocates the offices for which they scheme and murder each other? What are those offices, anyway? Military, political, other?

 

Well the supplement doesn't really say, BUT, I get the feeling that it was supposed to be a hereditary aristocracy, IF you didn't get eliminated.  As to what happens to you heirs if you are deposed...... Well I am getting images of Richard III here.

 

As far as the offices, well think of any upper offices in a monarchy.  So just off the top of me head: finance, law, transport, armed forces, as well as the stewards of any areas that were of importance.  Think of all the Ministerial positions a government, which were open only to nobility.  

 

So you want in on the action, but you are not a noble.  No problem, you start scheming, bad mouthing, framing and if necessary killing your way to the top.  Declare yourself count, and take over.

 

All you have to worry about is it happening to you.  As you can imagine, this makes for a very paranoid system of government.  Cooperation would not exist as you can't be sure that the person you are allying yourself with won't through you under the bus at the first opportunity.  

 

Best guess, this started as a standard Medieval type government turned in a self serving, opportunistic, backstabbing mess!

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