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« Last post by Garryl on July 02, 2017, 11:39:21 AM »
If you want to draw on anything in the setting outside of the the Valley of Obelisks, I finally got some of the greater worldbuilding stuff put together. Most of it's for the other continents on the planet, since the game I originally wrote this for (which used a different system entirely) was based there. You can use or ignore as much as you want, since the valleys are relatively isolated.
The game takes place in the Valley of Obelisks, located in the kingdom of Marrilach, located on the continent of Anshar on the planet Solak.
Anshar
Anshar is ringed by large mountain ranges, and most of the interior is divided into large valleys. The continent is inherently isolating, possibly accounting for why it has, by far, the greatest diversity of both species and cultures across all of Solak. It is not unheard of even in this day and age to find two adjacent valleys without any shared fauna, whose inhabitants speak entirely different languages.
The kingdom of Marrilach: One of the many kingdoms of Anshar. Marrilach consists of the three connected valleys through which the Marrilach River flows, from the Valley of Obelisks in the north-east, through the Sivar Lowlands, and finally into Elsir Vale in the south. The river keeps the three valleys connected, and trade both between them and with the kingdom's neighbors keeps them reasonably prosperous.
Dak-Tharsh: The primarily-goblinoid nation of Dak-Tharsh has a history of butting heads with its neighbors. The expansionist Dragon Party has been growing in popularity in recent years after the ruling Manticore Party refused to involve Dak-Tharsh in the Second Dawnstar War on Antares. This unstable political climate has made its neighbors uneasy.
Irim Dwegsho-in-exile: Once a mighty interstellar nation composing dozens of species across seven star systems, Irim Dwegsho was conquered by the Vandan Empire. Some three centuries or so ago, the survivors of Irim Dwegsho ended their decades-long trek across the stars and settled on Solak. In that time, much of their knowledge and technology was lost. While some remains, it pales in comparison to the stories told about the glorious homeworlds of old.
The Underdark: The Underdark is a network of natural caves and tunnel systems that criss-crosses beneath the surface of Anshar. Home to a bewildering variety of creatures and filled with twists, dead ends, and all manner of natural hazards, the Underdark is not a place to travel lightly. The only civilization to truly thrive in the Underdark is that of the drow, who connected the isolated valleys of Anshar in ages past as guides and traders. The past century or so has seen them become insular and xenophobic, however, and the shorter lived races have begun to forget the once-friendly face of a drow in the night.
Antares
The "mainland continent", all of the land of Antares has been claimed by one nation or another for roughly the past 300 years. The nations of Antares are still recovering from the aftermath of the Second Dawnstar War, which ended only last year. The last major war on Antares before that was the original Dawnstar Conflict 211 years ago. For two centuries, while border skirmishes occurred from time to time, no significant wars were fought. Most of any real fighting took place through political machinations and proxy wars among the various colonies on Arnos.
Eldrath: Once the largest naval power on Antares, Eldrath is situated at the closest point on the mainland to the continent of Arnos, directly across the Deserted Sea. When the sea's magic suddenly started swallowing ships beneath its waves, much of Eldrath's navy was lost and many of its colonies on Arnos were cut off from their patron nation. Eldrath never quite re-secured its original influence and power before the Second Dawnstar War, and it fell even further behind when Thrann's armies marched through it.
Menthyl Vare: Arguably the most powerful nation on Antares. Most Menthyl citizens have a relatively high quality of life compared to those of other nations. Magic is common in Menthyl Vare, and most of the educated members of the upper class can cast at least a few cantrips. The nation boasts the best magical college on the continent, bar none. Mages from across Antares come to study and research there.
Norion: Norion is a chain of islands off the south coast of Antares. While small, Norion accounted for almost a third of all colonies on Arnos before the Second Dawnstar Conflict. Norion's navy is very modest for an island nation of its size. However, it employs large numbers of privateers among its merchant fleets. Many a pirate has had the tables turned when attempting to plunder a merchanter flying Norion colors.
Iberius: Officially split between the Holy Iberian Monarchy and the Unholy Iberian Republic, the two countries are for all practical purposes one and the same, two sides of the same coin. Both nations, known collectively as Iberius, are united as theocratic nations following Iber. Iber preaches the importance of opposites and how they are necessary for the continuity of existence. The religion was founded, so the texts say, by a group of angels and demons who realized both the futility and necessity of their eternal divine war, and turned towards the planet of Solak to spread their newfound understanding. Both parts of Iberius follow these tenets, and as such, even though they claim to be separate nations, they work as closely with each other as would two branches of the same government.
Tanar: Tanar was built from an amalgamation of laguz clans. Tanar was suffered among the most losses of all countries involved in the the original Dawnstar Conflict, when they were invaded by Dylandt. In the Second Dawnstar War, Tanar sent its forces to the forefront of the fighting against Thrann, despite the empire not directly invading Tanar until later in the war.
Dylandt: 211 years ago, Dylandt's armies invaded Tanar, sparking the war known as the Dawnstar Conflict that eventually enveloped nearly half of Antares. Their immortal Scriveners proved instrumental to their success in the war, even though they were ultimately defeated. Dylandt never recovered from its loss in the original Dawnstar Conflict, and it only fared worse after its failed alliance with the Thrann Empire during the Second Dawnstar War.
Arnos
This continent has only been settled within the last 400 years. Its extensive natural resources enticed most of the nations on Antares and the other civilized continents to colonize Arnos. It lies to the west of Antares, directly across the Deserted Sea.
Thrann Empire: 3 years ago, one of the colonies on Arnos decided to declare independence. Calling itself the Thrann Empire, its armies grew strong and swept across the entirety of Arnos in the opening salvos of the Second Dawnstar War. Unsatisfied, Thrann then turned its sights to the nations of Antares, invading Eldrath, Menthyl Vare, and Dylandt. Thrann was ultimately defeated, but the two continents are still recovering.
The Turak Desert: While much of Arnos is temperate and filled with life, Turak is an arid desert. The mountain chains that bracket it on the east and west hold back most of the rainclouds, and the still-active volcanoes among them periodically spew ash and magma across the edges of the desert, leaving no place safe for permanent civilization, yet providing nourishing soil for the desert plants that regrow afterwards. Despite the harsh conditions, several tribes of nomads eke out a life upon the sands, following the oases of rich plant life that spring up in the volcanoes' wake.
Unsettled Lands: Deep in Arnos, creatures of myth and legend still stir. Some places unclaimed by civilization stay unclaimed for good reason. Here there be dragons, and worse.
Karrius: The Karrius valley houses ancient ruins have existed upon Arnos for longer than recorded history. The ruins' walls are covered in mysterious writings, only a fraction of which has yet been translated. No creatures live within the valley, and few traps that were ever set within the ruins still function. Despite this, it is extremely dangerous to explore Karrius at length. Each nightfall, all beings that have ever been within the valley for a full week of their lives disappear, never to be seen again. Not even the greatest sages who have studied the valley for their lifetimes yet know what happens to these poor, lost souls.