campaign settings

Mon-Gaar

Proper Name: Mon-Gaar

Ruler: The Merchant’s Republic

Government: A basic republic made up of the heads of several families of noble merchants.

Capital City: Various (see text)

Resources: Beads, glass, seafood

Population: 764,855

Law: N

Allies: None

Enemies: Kobukia

Midon

Proper Name: Midon

Ruler: The Speakers (a group of 20 elected officials that each represents the desires of their particular caste)

Government: A republic in which five speakers are elected by each of the four castes (noble caste, soldier caste, merchant caste and worker caste).

Capital City: Shina-teh

Resources: Fish

Population: 1,468,500

Law: LN

Allies: The Empire*

Enemies: Blackmoor, Rega

Land

Proper Name: Oo Ra’ah

Ruler: The Speakers of the Land (currently Mari O’leise [CG female gnome], Rory Doya [CN male gnome], Ruh M’onzi [N male Halfling], Hoo’j Alster [CN male Halfling], Leise Dan’n [CG female gnome])

Government: A loose sort of theocracy comprised of five druids that dictate policy based on their interpretation of what the island of Oo Ra’ah and her people seem to want or need.

Capital City: Du’oob

Resources: Candy, rope, sailcloth, shipbuilding supplies, sugar

Population: 728,400

Law: CG

Allies: The Empire*

Enemies: None

Kobukia

Proper Name: Kobukia Rasa-seina

Ruler: Khan-sei (Currently Ros’eh Vicar Meridus [LE male human])

Government: A dictatorship where the strongest warrior dictates policy.

Capital City: Teritia

Resources: Armor, arms, rubber,

Population: 101,250

Law: CN

Allies: None

Enemies: Mon-Gaar

Inama

Proper Name: The Nation of Inama

Ruler: The Shah (currently Danta via Logo; [CG female human])

Government: A dictatorship in which the people name a new dictator upon the death of the old one. Usually, the new dictator is chosen from the ranks of the most powerful, victorious or influential warriors in the nation. The dictator is named “Dictator for Life,” though this only means that if the people want a new leader, they have to have the old one killed first.

Capital City: Darji

Resources: Armor, beads, glasswork, weapons

Population: 524,500

Law: LN

Allies: The Borderlands

Enemies: The Uncivilized Lands

Hlor

Proper Name: The Nation of Hlor

Ruler: The Mining Guild of Hlor

Government: The mining guild of Hlor settles disputes and assures that the people of Hlor, mostly miners and their families, are treated fairly.

Capital City: Tinspere

Resources: Coal, obsidian, pumice, tin

Population: 31,800

Law: N

Allies: Al-Amim

Enemies: None

The Giant Lands

Proper Name: The Giant Lands

Ruler: Unknown

Government: Unknown

Capital City: Unknown

Resources: None

Population: Unknown

Law: Unknown

Allies: None

Enemies: The Empire*

Free Haven

Proper Name: The City of Free Haven

Ruler: Mayor Gar Skali [LN Male Half-Orc]

Government: A republic made up of a single representative from each of the nations within the Empire.

Capital City: Free Haven

Resources: Varied

Population: 50,000

Law: LN

Allies: The Empire*

Enemies: None

The Deep Desert

Proper Name: The Deep Desert

Ruler: None

Government: None

Cities: None

Resources: None

Population:

Law: None

Allies: None

Enemies: None

The Central Waste

Proper Name: The Central Waste

Ruler: None

Government: None

Cities: None

Resources: None

Population: Unknown

Law: None

Allies: None

Enemies: None

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