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rpg:arcydea:political

Politics of Arcydea

The Arcydean political climate is in a state of ongoing flux, much like most other political landscapes. Borders are actively fought over, and the Reach has worked hard on encompassing as much territory as possible; however, there are still plenty of other countries out there, some of which rival it in power if not necessarily in corruption.

Note that the current status of this page is mostly incomplete, as sections have been borrowed from previous incarnations of Arcydea in other cycles and have not been formatted or prepared.

Where's The Inn?

The Black Rose Inn is currently located in a pocket dimension outside of space and time, with access in and out through the ATTN dimensional portal as well as through exiting the border of the inn territory on foot.

The Continents of the World

Each continent has a real-world Earth continent name included, for use when rolling 'random continent' dice and similar.

Milochan Continent (Asia)

The Milochan continent encompasses many countries, including some not listed here.

Davalance

A feudal nation with strong imperial ambitions, formerly ruled by Emperor Falwell Farrgent of the Farrgent family line, now undergoing elections. The Ryntel and Blake families continue to support Farrgent's candidacy. Davalance's technology is mostly fantasy-medieval in nature amongst the common people, though elements of the wider world have crept in.

  • Residents: High
  • Immigrants: Low
  • Mining: Moderate
  • Government: Democratic anarchy
  • Major Imports: Magical items
  • Commerce: High
  • Tech: Standard
  • Fishing: Moderate
  • Control Level: Moderate
  • Major Exports: Ships
  • Industry: Low
  • Magic: Moderate
  • Hunting: High
  • Threat Level: Moderate
  • Primary Races: Humans, elves, dwarves
  • Economy: Good
  • Psionics: Low
  • Agriculture: High
  • Military: Very Good
  • Slavery: Serfdom and debtors
  • Wealth: Good
  • Genetics: None
  • Crime: Moderate
  • Tourism: Moderate
  • Climate: Cool temperate, rainy; normal mana

Avel'Nikash

The territory known as Avel'Nikash is actually a region of many city states that is collectively ruled by Emperor Philip III, who has his eye on Davalancian territory. It is a ripe territory for adventure but is developing ambitions of war. The individual city-states are managed by a reigning family or nobility, who rules as much through force of arms as through the goodwill of the people.

Home of the legendary 'Path of the Mystical Fists' and the Great Temple of Bjorinak, Avel'Nikash is often looked down upon as a brutish, barbarian nation. However, while it has little in the way of industrial resources, its inhabitants are hardy folk, and their barehanded combat training is considered among the best in Arcydea. Emperor Philip III is allied with Davalance, but seems to be considering expanding his empire…

  • Residents: High
  • Immigrants: Very Low
  • Mining: Low
  • Government: Empirical monarchy
  • Major Imports: Weapons, armor
  • Commerce: Low
  • Tech: Standard
  • Fishing: Low
  • Control Level: Low
  • Major Exports: Food, ale
  • Industry: Very Low
  • Magic: Low
  • Hunting: Moderate
  • Threat Level: Low
  • Primary Races: Humans, elves
  • Economy: Poor
  • Psionics: Low
  • Agriculture: Very High
  • Military: Moderate
  • Slavery: Common
  • Wealth: Low
  • Genetics: None
  • Crime: Very Low
  • Tourism: Low
  • Climate: Warm temperate, sunny; low mana.

Vox

Vox. Vox is technically three separate, closely allied countries that often fight amongst themselves, but unite against any threat to their order. Each country is ruled by a forum formed by the leaders of the various guilds of that specific country. Within the forum, people are rigidly ranked according to a system of skill levels and general classifications and certifications. The three forums are known as Celestis (Forum of Honor), Rathax (Forum of Balance), and Liberitas (Forum of Desires), with their names providing a general idea to their natures.

  • Residents: Very High
  • Immigrants: High
  • Mining: Moderate
  • Government: Triumvirate guildocracy
  • Major Imports: Slaves, magical items
  • Commerce: High
  • Tech: Standard
  • Fishing: Moderate
  • Control Level: Very High
  • Major Exports: Weapons, armor, clothing
  • Industry: High
  • Magic: High
  • Hunting: Moderate
  • Threat Level: High
  • Primary Races: Humans, vampires, elves
  • Economy: Very Good
  • Psionics: Moderate
  • Agriculture: Moderate
  • Military: Very Good
  • Slavery: Very Common; unlawful to trade in Rathax, illegal in Celestis
  • Wealth: Very High
  • Genetics: None
  • Crime: High
  • Tourism: High
  • Climate: Temperate; normal mana

Oasis

Oasis. This peculiar desert civilization is founded on the ruins of an ancient technological civilization, destroyed at some earlier point in Arcydean history. Today, it resembles the American Wild West - a curious crossroads between gunplay and swordplay. Several of the ruins are under exploration by scientists from other countries.

  • Residents: Low
  • Immigrants: Very Low
  • Mining: Moderate
  • Government: Representative democracy
  • Major Imports: Food, alcohol
  • Commerce: Moderate
  • Tech: Steampunk
  • Fishing: Very Low
  • Control Level: Very Low
  • Major Exports: Archaeological data
  • Industry: Low
  • Magic: Very Low
  • Hunting: Moderate
  • Threat Level: Very High
  • Primary Races: Humans, elves, demons, vampires
  • Economy: Excellent
  • Psionics: Moderate
  • Agriculture: High
  • Military: Very Poor
  • Slavery: Rare
  • Wealth: Moderate
  • Genetics: None
  • Crime: Moderate
  • Tourism: Moderate
  • Climate: Arid, low mana

Nevergreen Mountain Range

A frigid region that suffered a major thaw during the 5th Age. The area is currently subject to frequent blizzards and bizarre mana fluctuations in the area, although on average mana in the area is low to nonexistent. Inside the mountain, dwarves and gnomes mine, smith, explore, and trade. A few mostly-human towns dot the perimeter of the frozen lake and river at the base of the range, acting as trading hubs. Little central authority exists in this region.

  • Residents: Moderate
  • Immigrants: Moderate
  • Mining: Very High
  • Government: Dictatorships
  • Major Imports: Luxury goods, workers
  • Commerce: High
  • Tech: Standard
  • Fishing: Moderate
  • Control Level: Low
  • Major Exports: Metal, gemstones, fish
  • Industry: High
  • Magic: Low
  • Hunting: Low
  • Threat Level: Moderate
  • Primary Races: Dwarves, gnomes, humans, goblins
  • Economy: Excellent
  • Psionics: Low
  • Agriculture: Moderate
  • Military: Moderate
  • Slavery: Uncommon
  • Wealth: High
  • Genetics: None
  • Crime: Moderate
  • Tourism: Low
  • Climate: Frozen, snowy, highly fluctuating mana

Legarro

A neighbor to both Nexus and the Backwaters, Legarro is more stable than either. Snooty sages claim that Legarro is merely a Backwater held aloft by significant divine intervention over the years; certainly, the New Gods hold particular power among the inhabitants of this region. The area is fairly tolerant, with elected officials handling mundane affairs and the local knights (and Academy of Magic) handling larger problems.

  • Residents: Moderate
  • Immigrants: Moderate
  • Mining: Low
  • Government: Representative democracy
  • Major Imports: Tech supplies, magic supplies
  • Commerce: Moderate
  • Tech: Advanced
  • Fishing: High
  • Control Level: Low
  • Major Exports: Plants, survival equipment
  • Industry: Low
  • Magic: High
  • Hunting: High
  • Threat Level: Low
  • Primary Races: Humans, elves, wanderkin, dragons
  • Economy: Excellent
  • Psionics: Moderate
  • Agriculture: High
  • Military: Very Good
  • Slavery: Rare, unlawful to trade
  • Wealth: High
  • Genetics: Moderate
  • Crime: Low
  • Tourism: Moderate
  • Climate: Temperate but favorable; high mana

Redford

Belford

Miloch

Miloch. Generally known for its refinements in manatech and technomagery, Miloch is ruled by a triumvirate of officials elected to handle executive, legislative, and judicial matters, respectively. Miloch is in an unofficial competition with Legarro in magical and technical advancement. Their desire to utilize large mana-powered war machines is ages old, and is experiencing new life as it watches Davalance mobilize to the west.

  • Residents: High
  • Immigrants: Moderate
  • Mining: Moderate
  • Government: Representative democracy
  • Major Imports: Minerals, literature
  • Commerce: High
  • Tech: Advanced
  • Fishing: Low
  • Control Level: Moderate
  • Major Exports: Manatech, mana crystals
  • Industry: High
  • Magic: Very High
  • Hunting: Low
  • Threat Level: Moderate
  • Primary Races: Humans, gnomes, wanderkin, dwarves
  • Economy: Moderate
  • Psionics: Low
  • Agriculture: Moderate
  • Military: Excellent
  • Slavery: Rare; illegal
  • Wealth: Very High
  • Genetics: Moderate
  • Crime: Moderate
  • Tourism: Moderate
  • Climate: Temperate and stormy; normal mana

Rosa Noir

Founded by the Malcovy nobles of Davalance roughly two millennia ago after the collapse of the elven kingdom of Airitane, the territory formerly known as Rosanegra was a key strategic point during the Second Godwar. The Black Rose Knights are one of the best fighting forces of Arcydea, and are swift to ride to the defense of the villages, towns, and cities within their territory.

  • Residents: Low
  • Immigrants: Low
  • Mining: Low
  • Government: Monarchy w/democratic elements
  • Major Imports: Farming supplies
  • Commerce: Moderate
  • Tech: Schizo Modern
  • Fishing: Low
  • Control Level: Moderate
  • Major Exports: Bloodmelon products
  • Industry: Moderate
  • Magic: High
  • Hunting: High
  • Threat Level: Low
  • Primary Races: Humans, elves, vampires, wanderkin
  • Economy: Good
  • Psionics: Low
  • Agriculture: High
  • Military: Good
  • Slavery: Low, unlawful to trade
  • Wealth: Moderate
  • Genetics: None
  • Crime: Low
  • Tourism: Moderate
  • Climate: Temperate; normal mana

Grenadine

A home for undead that aren't out to kill the living, ruled by vampires Franco and Marie Grenadine. Home of G&G Bloodmelon Growers, responsible for a major part of the world's bloodmelon crop. Peculiarly, although citizens are free in their religious beliefs, state religion focuses on Arc specifically as their god. The suggestive Spring of Fertility is strongly connected to this; it is said that the spring's effects can even work on the undead.

  • Residents: High
  • Immigrants: Moderate
  • Mining: Low
  • Government: Feudal monarchy
  • Major Imports: Necromantic compounds, fertilizer
  • Commerce: High
  • Tech: Modern Steampunk
  • Fishing: Low
  • Control Level: Moderate
  • Major Exports: Bloodfruit products, fertility products, alchemical potions
  • Industry: Moderate
  • Magic: Moderate
  • Hunting: Moderate
  • Threat Level: Moderate
  • Primary Races: Vampires, zombies, skeltars, other undead
  • Economy: Good
  • Psionics: Low
  • Agriculture: High
  • Military: Good
  • Slavery: Uncommon, unlawful for trade
  • Wealth: Good
  • Genetics: None
  • Crime: Moderate
  • Tourism: Low
  • Climate: Temperate, normal mana

Tarnica

The region formerly known as Tarnica was occupied mostly by disenfranchised goblinoid tribes that have moved there to escape persecution elsewhere in the empire after being conquered by the Church of the Traveler during the 5th Age. In recent years, Sharr the Manatar Adventuress has sought to rebuild this territory in the name of her people, the tarns.

  • Residents: Moderate
  • Immigrants: Very Low
  • Mining: Very Low
  • Government: Tribal chieftainship
  • Major Imports: Metal
  • Commerce: Moderate
  • Tech: Limited
  • Fishing: Low
  • Control Level: Moderate
  • Major Exports: None
  • Industry: Low
  • Magic: Moderate
  • Hunting: Low
  • Threat Level: Low
  • Primary Races: Tarns, dragons, goblins, orcs
  • Economy: Poor
  • Psionics: Low
  • Agriculture: Moderate
  • Military: Moderate
  • Slavery: None
  • Wealth: Low
  • Genetics: None
  • Crime: Moderate
  • Tourism: Moderate
  • Climate: Temperate; very high mana

Khialan

A country inhabited mostly by rolling plains, named for its patron goddess. Its capital city, Kestrel, is an island in the center of a lake, and is considered the best source of healing-related knowledge on the planet. Home to the Gnomestretch Mountains.

  • Residents: Moderate
  • Immigrants: Moderate
  • Mining: High
  • Government: Theocracy
  • Major Imports: Security
  • Commerce: High
  • Tech: Standard
  • Fishing: Very High
  • Control Level: Low
  • Major Exports: Metal, fish, healing supplies
  • Industry: Moderate
  • Magic: High
  • Hunting: Low
  • Threat Level: Low
  • Primary Races: Humans, elves, gnomes, dwarves, orcs
  • Economy: Moderate
  • Psionics: High
  • Agriculture: High
  • Military: Poor
  • Slavery: Uncommon; illegal
  • Wealth: Moderate
  • Genetics: None
  • Crime: Low
  • Tourism: Very High
  • Climate: Temperate, high rainfall; normal mana

Ottalkhen

A fiercely defended empire southwest of Miloch, Ottalkhen exists in self-imposed isolation for the most part. Otthalkhen is known to actively (and aggressively) scout for mages outside of its territory, but puts equal effort in defending its borders from any sort of intrusion, shooting down flying sentients and being generally unpleasant to the rest. Those who are allowed to visit are generally escorted, and teleporters and mages find the place heavily warded. Not much is known about the current emperor.

  • Residents: Very High
  • Immigrants: None
  • Mining: High
  • Government: Tyrannical empire
  • Major Imports: Mages, magical knowledge, magic items
  • Commerce: Moderate
  • Tech: Standard
  • Fishing: Low
  • Control Level: Extreme
  • Major Exports: None
  • Industry: Moderate
  • Magic: Extremely High
  • Hunting: Moderate
  • Threat Level: Very High
  • Primary Races: Humans
  • Economy: Good
  • Psionics: None
  • Agriculture: High
  • Military: Excellent
  • Slavery: Common
  • Wealth: Very High
  • Genetics: None
  • Crime: High
  • Tourism: None
  • Climate: Temperate; high mana

Nexus City

A territory which rapidly changes characteristics as new rifts open, new leaders attempt to rule some or all of it, and entire buildings, groups of people, etc., appear or disappear at a moment's notice. Prone to severe economic instability due to the low supply of non-created goods.

  • Residents: Very High
  • Immigrants: Very High
  • Mining: Low
  • Government: Chaotic
  • Major Imports: Extradimensional goods.
  • Commerce: Very High
  • Tech: Highly Advanced
  • Fishing: Low
  • Control Level: Variable
  • Major Exports: Extradimensional goods, cheap materials, media and entertainment
  • Industry: Moderate
  • Magic: High
  • Hunting: High
  • Threat Level: Very High
  • Primary Races: Humans, practically anything else.
  • Economy: Unstable
  • Psionics: High
  • Agriculture: High
  • Military: Unstable
  • Slavery: Common
  • Wealth: Unstable
  • Genetics: High
  • Crime: Very High
  • Tourism: Very High
  • Climate: Chaotic; usually normal mana

Krytar

A Backwater kingdom formed primarily of dark elves; currently ruled with a benevolent hand by Jarillia, known as the Demon Witch to her enemies. Krytar has re-established its territory after forming an alliance with Avalon, which has resulted in active trade between the nations.

  • Residents: Moderate
  • Immigrants: Low
  • Mining: Low
  • Government: Mageocracy
  • Major Imports: Food and entertainment
  • Commerce: Low
  • Tech: Limited
  • Fishing: None
  • Control Level: Moderate
  • Major Exports: Magical items and potions
  • Industry: Low
  • Magic: Very High
  • Hunting: High
  • Threat Level: High
  • Primary Races: Dark elves, goblins, humans
  • Economy: Good
  • Psionics: Very Low
  • Agriculture: Moderate
  • Military: Excellent
  • Slavery: Low, through debt or criminal activity
  • Wealth: High
  • Genetics: None
  • Crime: Moderate
  • Tourism: Very Low
  • Climate: Temperate, cloaked in magical shadow; normal mana

Avalon

Once formed by a knight fancying himself King Arthur, Avalon has fallen on hard times over the past century. Poor harvests, decline in knight candidates, and a line of kings that has frittered away much of the royal treasury has left Avalon in poor shape to handle invasion. The fey who inhabit the region have pledged their support to King Leopold III as he rebuilds the kingdom, seeking to modernize its culture.

  • Residents: Moderate
  • Immigrants: Low
  • Mining: Moderate
  • Government: Feudal monarchy
  • Major Imports: Engineers, stone
  • Commerce: Moderate
  • Tech: Standard
  • Fishing: Moderate
  • Control Level: Moderate
  • Major Exports: Wine, plate armor
  • Industry: Moderate
  • Magic: Moderate
  • Hunting: Moderate
  • Threat Level: Low
  • Primary Races: Humans, chameleon faeries
  • Economy: Moderate
  • Psionics: Very Low
  • Agriculture: High
  • Military: Good
  • Slavery: Serfdom only
  • Wealth: Low
  • Genetics: None
  • Crime: Low
  • Tourism: Moderate
  • Climate: Moderate, prone to fog; high mana

Crommel

This once-decaying bureaucratic monarchy has bounced back and made incredible strides over the past millenia. Although it still retains some semblance of its earlier years, it has evolved into a thriving representative democracy with elected officials and much less stringent controls on peoples' lives (no more forms to take bathroom breaks). The position of king is held by King Melvin IV, who minds his affairs with the efficiency Crommel is famous for.

  • Residents: Moderate
  • Immigrants: Moderate
  • Mining: High
  • Government: Democratic monarchy
  • Major Imports: Food, research
  • Commerce: High
  • Tech: Industrial
  • Fishing: Low
  • Control Level: Moderate
  • Major Exports: Clockwork mechanisms, handcrafted weapons
  • Industry: Moderate
  • Magic: Moderate
  • Hunting: Low
  • Threat Level: Low
  • Primary Races: Humans, elves, gnomes, wanderkin, dwarves, goblins
  • Economy: Good
  • Psionics: Very Low
  • Agriculture: Low
  • Military: Good
  • Slavery: None; illegal
  • Wealth: High
  • Genetics: None
  • Crime: Very Low
  • Tourism: High
  • Climate: Temperate; normal mana

Bek'lar

The desert kingdom of Bek'lar is home to a tradition that supposedly exists dating back over 1600 years in Arcydea alone; former Earth-dwellers recognize the culture as strongly Egyptian. Queen Alexandra maintains an alliance with the desert elf tribes that inhabit the area, and the monsters that roam its borders. The River of Ra is their primary center of civilization.

  • Residents: Low
  • Immigrants: Low
  • Mining: Very High
  • Government: Egyptian monarchy
  • Major Imports: Exotic woods, spices, and clothes (particularly silks)
  • Commerce: Moderate
  • Tech: Standard
  • Fishing: Low
  • Control Level: Low
  • Major Exports: Clothes, crafted gold
  • Industry: Low
  • Magic: High
  • Hunting: Low
  • Threat Level: Moderate
  • Primary Races: Human, desert elves, sandbears
  • Economy: Good
  • Psionics: Low
  • Agriculture: Very High
  • Military: Moderate
  • Slavery: Common
  • Wealth: Moderate
  • Genetics: None
  • Crime: Moderate
  • Tourism: Moderate
  • Climate: Arid, low mana

Vactria

This broken mountainous territory was once the home of a major dwarven kingdom before the Traveler's Reach turned it into an aggressively strip-mined wasteland. Today, the land is anarchic and mostly ruled by force of arms rather than any major rulership.

  • Residents: Low
  • Immigrants: Very Low
  • Mining: Very high
  • Government: Anarchy
  • Major Imports: Food, alcohol
  • Commerce: Moderate
  • Tech: Frontier (+1)
  • Fishing: Moderate
  • Control Level: Very Low
  • Major Exports: Metal, armor, weapons
  • Industry: High
  • Magic: Moderate
  • Hunting: Moderate
  • Threat Level: High
  • Primary Races: Eclectic
  • Economy: Poor
  • Psionics: Low
  • Agriculture: Low
  • Military: Very Poor
  • Slavery: Common
  • Wealth: Moderate
  • Genetics: None
  • Crime: Very High
  • Tourism: Very Low
  • Climate: Hot and dry, moderate mana

Fortuna Archipelago (Australia)

A collection of small and large islands (roughly two hundred) that form a network of trade and traffic… and piracy.

Isla Fortuna

Island of Alshira (N/A)

Eioan Continent (North America)

Eio. Eio's current civilization is reasonably peaceful, oriented around personal development and improvement. Governed by Trueheart Unlimited (and lesser corporations), it has weathered many major incidents over the past century while remaining mostly intact. CEO Jericho Williams is doing his best to ensure it stays that way.

  • Residents: Very High
  • Immigrants: High
  • Mining: High
  • Government: Corporacracy
  • Major Imports: Luxury items
  • Commerce: Very High
  • Tech: Advanced
  • Fishing: Moderate
  • Control Level: High
  • Major Exports: Psitech, tech gear
  • Industry: Very High
  • Magic: Moderate
  • Hunting: Low
  • Threat Level: High
  • Primary Races: Leupaks, humans, wanderkin, elves, dragons
  • Economy: Very Good
  • Psionics: Very High
  • Agriculture: Very High
  • Military: Very Good
  • Slavery: Uncommon; corporal punishment
  • Wealth: Very High
  • Genetics: Very High
  • Crime: Moderate
  • Tourism: High
  • Climate: Warm and stormy; normal mana

Angelwing Continent (N/A)

Tiemprest. A sort of leupakian wildlife preserve and testing ground, inhabited mostly by researchers. Rumors of a hidden civilization.

  • Residents: Low
  • Immigrants: Very Low
  • Mining: Moderate
  • Government: Unknown
  • Major Imports: Medical supplies
  • Commerce: Low
  • Tech: Futuristic
  • Fishing: Low
  • Control Level: Low
  • Major Exports: Biological weapons
  • Industry: Moderate
  • Magic: Moderate
  • Hunting: Very High
  • Threat Level: Very High
  • Primary Races: Leupaks, humans
  • Economy: Moderate
  • Psionics: Moderate
  • Agriculture: Moderate
  • Military: Very Good
  • Slavery: None
  • Wealth: Moderate
  • Genetics: Very High
  • Crime: Very Low
  • Tourism: Very Low
  • Climate: Varies by region - frigid to tropical; normal mana

Fenistoan Continent (South America)

Fenisto. The dark country of Fenisto is best known for Evolution Farms (a person creation and adjustment facility), and its dubious honor of being the centerpoint of slavery in Arcydea. Ruled by a council of the wealthy of Fenisto. Buys and sells practically anything and anyone to anyone with enough cash; also known for its gladiatorial arenas.

  • Residents: High
  • Immigrants: Low
  • Mining: Moderate
  • Government: Plutocratic council
  • Major Imports: Captives, luxury goods
  • Commerce: High
  • Tech: Schizo Advanced
  • Fishing: Moderate
  • Control Level: Very High
  • Major Exports: Slaves, rehabilitated people
  • Industry: Moderate
  • Magic: High
  • Hunting: Moderate
  • Threat Level: Very High
  • Primary Races: Humans, elves, demons, vampires
  • Economy: Excellent
  • Psionics: Moderate
  • Agriculture: High
  • Military: Very Good
  • Slavery: Very Common, legal
  • Wealth: Very High
  • Genetics: High
  • Crime: Moderate
  • Tourism: Low
  • Climate: Temperate, normal mana

The Gyrillian Continent (Antarctica)

Gyrillian Empire

This fairly large continent is entirely populated by synthetic entities, mostly robots. It would be a Jetsons paradise if not for the fact that they generally hold high distrust if not outright hatred to most organic life (they have an odd fondness for flowers, though), and their continent is the coldest in the world, in part because they specifically don't want it warm enough for organic life to get cozy. When using the random continents die, they are represented by Antarctica.

The Gyrillian Empire is xenophobic, cranky, and doesn't like most others; typically they are not seen outside of their frosty nation unless they are questing for knowledge. They have an advanced knowledge of organic life, but often use that knowledge to make things to keep their pristine landscape free of life.

  • Population: Extremely High
  • Primary Races: Digital minds
  • Immigrants: None
  • Government: Imperial dictatorship, ruled by an AI known as Black Ice
  • Tech: Futuristic
  • Mining: Very High
  • Major Imports: Information
  • Commerce: High
  • Fishing: None performed
  • Control Level: Very High
  • Major Exports: None, trade embargo
  • Industry: Very High
  • Magic: None (Low Mana to No Mana)
  • Hunting: None performed
  • Threat Level: Very High
  • Economy: Good (energy economy)
  • Psionics: Moderate (circuit based)
  • Agriculture: Unknown
  • Military: Excellent
  • Slavery: Unknown
  • Wealth: Extremely High
  • Genetics: Advanced
  • Medical: Advanced
  • Crime: Unknown
  • Tourism: None
  • Climate: Extremely cold

Avylian Continent (Africa)

Delgado

north and western plains/forests. includes multiple baronies, including Malone and the Blightwood Territories.

Unaffiliated

Giant's Backbone - far northern mountain range

eastern mountain/hill/rugged territory

southeastern hostile orc and hobgoblin tribes

Kokuro

southern forests

Kokuro. Far, far to the south beyond the Southern Wastes, there are peaceful forests that are home to Kokuro, a large clan of anthromorphs that exists in relative peace and seclusion. Almost no outsider ever visits, and there is little to interest outsiders, but mavericks occasionally leave home to find their way in the worlds.

Residents: Low Immigrants: None Mining: None Government: Clan elders/shamans Major Imports: None Commerce: Low Tech: Standard Fishing: Moderate Control Level: Low Major Exports: None Industry: Very Low Magic: High Hunting: Moderate Threat Level: Unknown Primary Races: Anthromorphs Economy: Very Poor Psionics: High Agriculture: Moderate Military: Very Poor Slavery: None Wealth: Very Low Genetics: None Crime: None Tourism: None Climate: Cool tropical; very high mana

Southern Wastes

far southern desert, known as the Southern Wastes to outsiders. west of Pyrrhen volcanos.

Pyrrhen

Pyrrhen. Located in the Avylyssan Volcano Range, Pyrrhen is home to a volatile tribe of Arcydea-native demons and a variety of fire and lava elementals, as well as a significant population of fire elves. The unlikely combination tends to join forces when imperiled by external forces, but generally maintains independence from each other otherwise. Contact with the outside world is greatly limited, but guests are sometimes welcomed - if they can take the heat.

Residents: Moderate Immigrants: None Mining: Very High Government: Tribal units Major Imports: Fireproofed trinkets Commerce: Low Tech: Limited Fishing: None Control Level: Low Major Exports: Metal, gemstones, obsidian Industry: Low Magic: Moderate Hunting: Low Threat Level: High Primary Races: Fire elves, demons, elementals Economy: Poor Psionics: None Agriculture: Moderate Military: Good Slavery: None Wealth: Low Genetics: None Crime: Low Tourism: Very Low Climate: Very hot; normal mana

rpg/arcydea/political.txt · Last modified: 2023/12/02 18:04 by wizardofaus_doku

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