Post by Dmitri on Jun 24, 2009 20:07:53 GMT -5
Let me begin by saying I will be modifying this post, so please check back if you have interest. It won't show up in new posts after this, but I will be piece-mealing this one together over the next few days. So keep an eye pealed. Grond gave me some ideas on this one, you can blame him if I suck up the world-building. Inspiration is also due LeGuin for some of this, especially the overall flavor and logic of the world.
This is the kingdom of Maradar.
Maradar is part of an archipelago (island chain) made up of 96 islands, of which 13 are the larger. Of the 13, 4 are major centers of trade and political power. A 5th island lies near the center and is the old center of imperial power - it is now largely deserted because of natural disaster (earthquake according to legend). The archipelago is primarily divided into 4 "Reaches", with one of the main islands in each Reach. They go by the generic titles of their cardinal directions (North Reach, South Reach, etc.)
Maradar is officially a monarchy, though the king of Maradar holds no power outside of his own castle-city (also called Maradar City). Effectively, there is no real government, only city based governments and an Island Council that meets periodically to discuss important events that impact all 3 of the major cities of the Maradar. The other cities are Kern and Bara.
A note on cities - there are very few population centers in the Archipelago larger than small villages and hamlets. Pretty much anything bigger than this is considered a city. Maradar City has no more than 8000 inhabitants. Kern has the most, at nearly 12000, while Bara has the fewest at around 4000.
Life expectancies in the Archipelago are generally shorter than the DnD average. Most men never live to see 60, while women who survive childbirth are lucky to see 55. Life is hard - technology is virtually non-existent in the people's everyday lives, and magic as well. Most of the people of the Archipelago go to village sorcerers (not the class) for their medical needs, and this rarely helps much. Midwifes and herbalists are more likely to be helpful, but women's magic is often mistrusted and frowned upon. Magic is generally considered a male affair, and trained wizardry always is male exclusive.
Law and order is generally a local affair - the tendency is for lands and places closer to the center of the Archipelago to be more lawful and orderly than those further away. This may be a result of the old Empire's influence - those closer to Hamlin (the old center of the empire) tend to look down on the more rustic and "backward" people from further away.
Maradar is situated at the edge of the Eastern Reach. The Eastern Reach is very similar in culture to Southeastern Europe, like Greece, Cyprus, etc. The inhabitants of the Archipelago are generally darker of complexion than the traditional fantasy characters. The traditional Saxon features are prominent only in the far North of the North Reach, where the ice and snow make travel more difficult and trade virtually non-existent.
Of all of "big four" major Reach islands, Maradar is by far the poorest. Cellis is the major island of the North Reach, and only has one major city, of the same name. Though they have few agricultural exports, they make up for it in the export of precious metals, gems, furs, and other game products. They are ruled by a merchant council, which nominally answers to the Duke, who claims descent from from the old ruling family of the Archipelago.
Rilba is the main island of the Western Reach, which exports grain primarily. Being in the west, beyond the Broken Veil (a nasty reef formation), that is about the extent of most people's knowledge of the Western Reaches. Legends of dragons and other monsters abound from there, but much of this may be do to the mystery of the West.
The Southern Reach is the most lawless, and a haven for pirates, slavers, and others who wish to stay away from the prying eyes of other people. All of that said, they are in some ways the most wealthy Reach, if for nothing else than the highly developed port system that they have, and the massive fleet of merchant ships. They are ruled by the Merchant Lord, nominally, who frankly seems not to care what goes on in his land so long as the taxes and duties get paid. For all practical purposes, the individual mayors and aldermen of the villages run the islands, or the largest landholders in less developed areas.
More to come.
Typical days include a breakfast of fish and gruel, generally washed down with heavily watered wine. Lunch is uncommon, since the people often work through the day and snack on nuts, cheese, and dried fruit until the afternoon. Dinner typically consists of rice, more fish or mutton or goat, and fresh fruit. Drinks are commonly milk for those who cannot imbibe alcohol for whatever reason, but mostly people drink the local sour red wine and beer imported from Demos, a small island a little farther to the southeast. With the climate being as warm as it usually is, those who can afford to usually take a break in the heat of the afternoon, before going back to work in the late afternoon until dusk. Typical farm crops and products include grapes, rice, wool, mutton, cheese (goat mostly), leafy greens like kale and romaine, figs, dates, and other assorted nuts and fruit. Alcohol is a common product from the grapes, as well as a pomegranate liqueur that is cherished throughout the entire Archipelago. As far as wine goes, a sour red and a sweet white are the most common, and not particularly good, though there are some very fine vintages that are produced in small quantities that can make a tidy profit in the wealthier inner isles.
This is the kingdom of Maradar.
Maradar is part of an archipelago (island chain) made up of 96 islands, of which 13 are the larger. Of the 13, 4 are major centers of trade and political power. A 5th island lies near the center and is the old center of imperial power - it is now largely deserted because of natural disaster (earthquake according to legend). The archipelago is primarily divided into 4 "Reaches", with one of the main islands in each Reach. They go by the generic titles of their cardinal directions (North Reach, South Reach, etc.)
Maradar is officially a monarchy, though the king of Maradar holds no power outside of his own castle-city (also called Maradar City). Effectively, there is no real government, only city based governments and an Island Council that meets periodically to discuss important events that impact all 3 of the major cities of the Maradar. The other cities are Kern and Bara.
A note on cities - there are very few population centers in the Archipelago larger than small villages and hamlets. Pretty much anything bigger than this is considered a city. Maradar City has no more than 8000 inhabitants. Kern has the most, at nearly 12000, while Bara has the fewest at around 4000.
Life expectancies in the Archipelago are generally shorter than the DnD average. Most men never live to see 60, while women who survive childbirth are lucky to see 55. Life is hard - technology is virtually non-existent in the people's everyday lives, and magic as well. Most of the people of the Archipelago go to village sorcerers (not the class) for their medical needs, and this rarely helps much. Midwifes and herbalists are more likely to be helpful, but women's magic is often mistrusted and frowned upon. Magic is generally considered a male affair, and trained wizardry always is male exclusive.
Law and order is generally a local affair - the tendency is for lands and places closer to the center of the Archipelago to be more lawful and orderly than those further away. This may be a result of the old Empire's influence - those closer to Hamlin (the old center of the empire) tend to look down on the more rustic and "backward" people from further away.
Maradar is situated at the edge of the Eastern Reach. The Eastern Reach is very similar in culture to Southeastern Europe, like Greece, Cyprus, etc. The inhabitants of the Archipelago are generally darker of complexion than the traditional fantasy characters. The traditional Saxon features are prominent only in the far North of the North Reach, where the ice and snow make travel more difficult and trade virtually non-existent.
Of all of "big four" major Reach islands, Maradar is by far the poorest. Cellis is the major island of the North Reach, and only has one major city, of the same name. Though they have few agricultural exports, they make up for it in the export of precious metals, gems, furs, and other game products. They are ruled by a merchant council, which nominally answers to the Duke, who claims descent from from the old ruling family of the Archipelago.
Rilba is the main island of the Western Reach, which exports grain primarily. Being in the west, beyond the Broken Veil (a nasty reef formation), that is about the extent of most people's knowledge of the Western Reaches. Legends of dragons and other monsters abound from there, but much of this may be do to the mystery of the West.
The Southern Reach is the most lawless, and a haven for pirates, slavers, and others who wish to stay away from the prying eyes of other people. All of that said, they are in some ways the most wealthy Reach, if for nothing else than the highly developed port system that they have, and the massive fleet of merchant ships. They are ruled by the Merchant Lord, nominally, who frankly seems not to care what goes on in his land so long as the taxes and duties get paid. For all practical purposes, the individual mayors and aldermen of the villages run the islands, or the largest landholders in less developed areas.
More to come.
Typical days include a breakfast of fish and gruel, generally washed down with heavily watered wine. Lunch is uncommon, since the people often work through the day and snack on nuts, cheese, and dried fruit until the afternoon. Dinner typically consists of rice, more fish or mutton or goat, and fresh fruit. Drinks are commonly milk for those who cannot imbibe alcohol for whatever reason, but mostly people drink the local sour red wine and beer imported from Demos, a small island a little farther to the southeast. With the climate being as warm as it usually is, those who can afford to usually take a break in the heat of the afternoon, before going back to work in the late afternoon until dusk. Typical farm crops and products include grapes, rice, wool, mutton, cheese (goat mostly), leafy greens like kale and romaine, figs, dates, and other assorted nuts and fruit. Alcohol is a common product from the grapes, as well as a pomegranate liqueur that is cherished throughout the entire Archipelago. As far as wine goes, a sour red and a sweet white are the most common, and not particularly good, though there are some very fine vintages that are produced in small quantities that can make a tidy profit in the wealthier inner isles.