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Old Sep 22nd, 2013, 09:02 PM
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Kingdoms and empires

While most of the known world is wild wilderness, desolate wastes, vast tundra, towering mountains, great lakes and rivers, there is a number of kingdoms and empires that have claimed more desirable territory among these.

Azlanthia: The Northernmost Kingdom (or Queendom) is a land of frozen lakes, snowcapped evergreen forests, hills, and towering spires of ice. The Ice Queen's domain is home to White Dragons, Frost Drakes, Ice Worms, Winter Wolves, Yeti, and Wendigo. Queen Tarsana Volkstraad is the current regent. Little is known of her except that she excerpts a firm grip on her people through fear and sorcery, though none have seen her actually do anything to confirm this. The newest liege of Azlanthia is rarely seen by her people, if at all.
This kingdom is ruled much like the Drow rule in the Underdark. While women aren't held higher than males (only one male ruled and he went mad), there are several powerful houses (mostly witches and merchants) that make and reform most of the laws.
Outsiders are welcomed if they bring gifts, represent a large business venture, or are artists. Adventures are usually discouraged unless they are powerful and well-known sorcerers and witches. Magic is coveted in Azlanthia, though studied and learned wizards are kept under scrutiny; Idealism is wanted if it's through art or the sharing of magic, but not if it is unbeneficial to the kingdom or Queen's causes.
Azlanthia has recently begun to manufacture artifacts of power and war-machines of destruction and they have sent spies south to steal plans from their competition.

Fin Na Del: The Kingdom of Faerie. In the heart of The Nevermore Forest resides the ancient home of the Sidhe,
the Sylvan Elves. Here, the elves and most of what remains of their fey allies: satyrs, brownies, white ladies, and others close themselves off from the more civilized world and technology. Arcane magic is strong and wild here. Divine magic is weak. Despite the differences of fey and man, there has been a steady peace for the last 30 years.
Vaysia a White Lady, or Sylph, has ruled Fin Na Del for over 9,000 years. Despite her beauty and grace, she is old and failing. There are many among the fey that look to break the peace once she passes, and start a war of retribution on mankind, whom has taken away parts of their ancestors' homeland. Though most of these fey believe that every forest and river in the known world once had and still should belong to them.
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Old Sep 22nd, 2013, 10:13 PM
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Quadosh: A land of trade and prosperity, Tharsis the kingdom's capital, is a hub for trade and business. Quadosh is ruled by King Aravan Renthias III, an educated and protective monarch. It is Tharsis where Thamuz's company first sets out on the Starwhisperer and Aravan that tells them of the importance of finding the Clockwork Artifact, the legendary Grembol, as its truly named.
Quadosh is mostly covered in hills, woods, and farmland. The woods are mostly of the deciduous type with a few evergreen and ferns on the northern border. Ghost Lake is the largest fresh body of water and The Gods Wood is the largest forest, with towering trees as wide as small cabins. The King River runs the length of the kingdoms southern border. Other notable spots include Eclipse Lake, Bird Island, Thatchwood Villiage, and the town of Cerdre where the only known pizzas are made.
Dangers in Quadosh include ogres, goblins, gnolls, lizard folk, harpies, wyverns, and anthegs.
DMs Note: pre-visited places include Bird Island, Cerdre, and Tharsis.

The Dominion of Ironwall: Once the home of a proud people ruled by a fair and wise king, Ironwall is now the land of scavengers, bandits, warlords, and ruled by a tyrant. King Brath is the ruler, though rumors are he's the puppet of a greater and more evil force. Some believe he's a fair king trying to bring together the lands under one ruler and protect it from the likes of The Givers of Light. Others fear he's the puppet of demon lords and plans to bring eternal darkness to the world. Both are likely exaggerated, but by how much?
The Dominion is an island kingdom with claim on all the towns and villiages in the Bay of Blood, as well as the western side of The Overwood Forest, a rather large forest of redwood trees. They have recently expanded south toward The Gray Goblin Mountains and Nevermore Forest.
Dangers in the Dominion include mercenary companies, trolls, orcs, tieflings, fire drakes, bullette, and various fiends.

Grimwater March and the Shadow Hills: A land of shadow and spirits, gaseous waters, bogs, and fog-covered steeps. The Kingdom of the Dead King, as it's called is an ever expanding threat that includes what once was relatively rich frontier towns and farmland. Now this omnious place has only a few places of interest, none of which are safe from the evil within: The Warg Hills, Orcspit River, and Deep Moor to name a few. Towns such as Greybrook, Elmburg, and Stormhaven still try to thrive but more dead keep rising and more living join them. It's believed that something very evil lurks in Castle Gaunt on the outskirts of the Frostmere Marsh.
Dangers include lycanthropes, will o whisps, zombies, vampires, shadowhounds, and dire bears.

The Southwall and Givers of Light: The Southwall is a name for southern cities that protect the Empire of Theandrius from pirates, brigands, and the red dragon, Crimson Fang. Though this is one reason for such military might, the main reason is to keep bad influences (like belief in any God but Nathanial The Red or impurities) out. It is a church first Kingdom ruled by zealots known as The Law Givers and a group of Paladins known as the Flame of Nathanial. Duke Viktus Trevante is the militairy leader and the church is run by a Father Rajsal.
Dangers include: The Givers of Light, fallen angels, harpies, chimera, centaurs, and wraiths.
Locations include the cities of Palanthas, Callistra, and Valkrist. As well as The Ivory Plains and southern branch of the Thunder River.
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