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Places
Wherever you go, there you are. As true in D&D as in life. And this is a less than comprehensive list of places you can go in Dilanael, but at least it gives you an idea. I've tried to cover all important places. Select any region to see more about that region. If you don't like any of these, talk to me.


Samia: The nation of Samia has been ruled by the Whitefire line of sorcerer-kings since before we have written records. The nation's capital is Samia City, near the center of the nation and just north of the Creeping Woods; an immense wood that the nation is formed around. Samia is broken up into six ducheys: Allston, Brynoch's Dagger, Red Fern, Banion Brock, D'Mirin, and Thornport. Each is ruled by a Duke or Duchess and have a good deal of local flavor (so navigate to the links to learn more). Samia houses many areas, distinct from the duchys, such as the Creeping Woods, the Scorchlands, and The Kinnua's Children (a land that also falls into Northern Molvini). Samia is also home to the Merryweather Academy of the Magical Arts: the finest magical academy in the world. The people of Samia are pale of skin and dark of hair, for the most part, though regional variations apply. They favor winter foods and plain clothes in most places. Samia is roughly the size of Texas, though it doesn't take up more than a third of the continent. Further, it's hard to say exactly how large the continent is, since it bleeds south into the frostline. Winters are hard in samia and the populace is almost always prepared.

Pedrinni: Falling just south of Samia to the west is Pedrinni. The lands of Pedrinni are even ccolder than their samian counterparts. The people of Pedrinni love food and family, and it shows in their laws and traditions. they hold chefs to be almost sacred, with a well trained chef making a greater wage than some heads of state. Architecture in Pedrinni favors thick walls and open air windows, which are constructed with a trick design that prevents air from circulating through them despite the lack of mass. Fashion is largely shown in layers and sometimes you will find half a shirt for sale in the market next to one pant leg. Despite this outlandish style the people of Pedrinni tend to be down to earth and traditional. Pedrinni is one land with no states to speak of, though major cities are noteworthy.

North and South Molvini:These nations are mentioned together because one cannot be spoken of without speaking of the other. The Molvinis (as they are sometimes called outside these nations) are a set of military states that are almost identical in nature. The beliefs, customs, and peoples af these lands are the same across the borders and the only thing that seems to divide them is the constant war that they're been fighting, which has caused small regional differences to become harsh laws that govern daily life. In each nation, once one reaches adulthood (at the age of 14 in southern Molvini and 15 in northern Molvini) they are conscripted into an eight year service to the military. After that, anyone who wishes discharge is given their military pay (not much) and are free to do whatever they like. Anyone who wishes to stay is given a test and if they pass they may begin officer training. The rest of the nations are really a war fueling machine. The people long ago got used to the idea of giving up for the nation and it's no longer even thought about. The molvini's have one religion each. In northern Molvini they worship the Father, who is a battle god of great power for them and any other worship is outlawed. In southern Molvini they worship the Mother, who is a goddess of peace and family and who promises a day when the opposition is crushed and life can be about family and enjoyment. There are very few racial boundaries in these nations. An elf serves the nation just as well as a human or a dwarf, though humans are in the vast majority, even moreso than elsewhere.

Aerish Isles: Like the Molvinis, the Aerish isles were once a set of islands at war. they both reside sefveral weeks north of Samia by boat. In days past the two isnalds fought one another constantly in military battles lead by their two churches, that of the dragon and that of the great deep. However, sometime in the last hundred years the worshipers of the great dragon gained a great advantage for a long enough time that they won their war. Now the two islands are one and there is peace, finally. However, the followers of the great deep were not totally scattered and they still gather in secret cabals and perform dark rituals to their deep lord in hopes of restoring the world to it's proper place beneath the watchful eye of the Lord of the Deep. The Isles primary exports are mechanical goods, esspecially clocks, for which they are famous, and musical instruments.

The Vaasa: Long ago the Jungle lands of the Vaasa were a mix of human, halfling, and lizard-folk tribesmen. The tribes were constantly feuding for food and land like packs of roaving wolves, To make matters worse each group ate the others, leading to very harsh battles for life indeed, since being taken prisoner was a death sentance. That was before the Emperess. A gifted student from the Merryweather school in Samia, she had dreamed of the savanah her whole life. When she grew powerful enough she took a leap of faith and teleported herself to the land of her dreams, knowing that it must be out there somewhere. And the Vaasa is what she found. Within a few years she had set herself up as Emperess in this place and began to civilize the people. Today the Vaasa is an intricate culture with a thousand rules (a thousand a one, actually, since their codex of law is called the Thousand-and-One-Cuts). The society is rigid, tradition steeped, and complex. Fashion is a cross between the primative (bones, grass, leather) and the ornate (complex carvings, beads, silks). The Vaasa recently made open and violent war on the Nation of Samia and lost. Their God-Emperor was killed and his son lead the troops back home, creating goodwill with the Samian rulers. The Vaasa exists on a continent that is much larger than the empire itself. The south is teeming with wild lands, Vocan (jungle minotaurs), lizard-folk, and other dangers.

Shore Wells: There have long been myths and stories of the perfect place. Island breezes, clear water, abundant food and water, and weather so perfect that one need hardley ever think about it except to marvel in it. This place is the collection of island groups known as Shore Wells. The people of this island are golden skinned and beautiful, by all accounts. They live easy and peaceful lives. They are also slightly telepathic between one another and can feel the thoughts and feelings of one another (it is said that this is why there has never been war in Shore Wells). LAtely this peace was burst when the Blood (of Vatica) came to Shore Wells. Now the people here still live their lives in a setting of tropical perfection, but they do so in constant fear that the BLood will arrive, kill their people, and take their food and supplies. With nonorganic materials scarce as it is the people of Shore Wells are begining to fear for their way of life and even worse they lack the martial tradition to defend themselves effectively.

The Great Desert: The sweltering heat of the great desert has made it's people different, to say the least. Their cities are of two types. One is the squat mud homes that most people live in, which help to keep the insides cool and are built as far underground as one can dig. The other are the huge and impressive structures owned and run by the noble houses, with their tall thick mushroom shaped roofs to hold the hot air. Both are designed to minimize heat. The people of the Great Desert are structured heavily. The darker one's skin, the higher they tend to rank in the caste system, which puts the black skinned Trigoyan elves at the very top. they are a family of powerful wizards and while the Desert is not a Mageocracy, it is certainly close. The Great Desert also sports the home of the boradon (desert minotaurs) and the central desert itself, a place where the land is so tainted that the dead must be burned, lest they rise as undead.

The Frozen North: Few humans ever even go to the frozen north and as far as anyone knows none live there. What does live there are giants. Frost giants and their huge animals. Most things in the Frozen North are larger than elsewhere. On the other side of this we have the race called Blue. Blue skinned and hairless humanoids with winglike protrusions (though the actual flight they engage in is mystical in nature). Blue are a highly empathic race without control. they feel the pain and pleasure of those around them, and as such they cannot stand violence. Every harsh word is felt to say nothing of physical violence. This makes the frozen north a truly strange land, held by two such different races. Very little exploration has been done of it because of this.

Vatica: Samia's dark mirror is Vatica. It is a place is similar structure: the nobility, the churches, all of it. Where Samia is a place of freedom, Vatica is one of oppression. The Blood, a powerful caste of magical human nobles, rule Vatica and everyone fears them. Most feared among htem is the Emperess. While she had a cabinet, the Emperess is the head of the goveronment and thus the Blood. The people love and fear her in equal parts. Elves in Vatica are an opressed race of slaves with few rights and even less respect. Vatica is also an Empire: constantly expanding. When they run low on resources, they take them from elsewhere. And if the people there are not already of the Empire, they soon are. The rule of the Blood is absolute and unquestioned and Vatica is a stable and blessed place because of it. They have food and goods and a stable government and economy. Most people in Vatica are truly grateful for what they have, though they are living in ignorance.



Well, that's all I have. There will be more links up soon, I swear.

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