noelleno: (Default)
ELLE: STILL A SUPERHERO!! ([personal profile] noelleno) wrote2009-09-28 07:23 pm

[BECKY] MAAAAP




HERE IT BE. A nice, fat continent for magical shenanigans. The areas that have the grayish tint are established nations/countires/empires, and the ones with the stars are the ones that actually wall/gate off their borders and boast the highest technological advancements.

For scale, Falara(the tree)'s branches can give shade to most of Spain. :] Areas around the surface-showing part of the trees are traditionally off-limits, and it's considered bad juju to build/develop areas where the roots are showing/are near the surface of the ground (though some areas are starting to shake off the superstitions).


QUICK LINKS:
#1: Stenier
#4: Erza
#6: Sandir
#24: Jasodora
#25: Itre
#26: Nadd
#27: Miadin
#33: Idanfer
#39: Aesea

#4

[identity profile] noelleno.livejournal.com 2009-09-29 03:32 am (UTC)(link)
ERZA
Desert nation
Monarchy

EXPORTS: wool, silk, gold/silver/pewter work. exports to 1, 2, 3, 5, and 12
ECONOMIC STAPLE: herding, metalwork
MILITARY: volunteer, inactive. allied with 3, 2, and 5.
TERRAIN: Arrid, desert-based. bordered by mountains to the east; hilly and elevated throughout.

CITIES: The capital is hub of government and commerce, and there are two other cities smaller in size, but suited to similar needs. They are less like cities and more like rest stops for travelling families. Villages are even rarer, sometimes erected near a mine or water source and usually abandoned not too long after resources disappear.

PEOPLE: Primarily families of nomadic herders that gather to trade/get supplies at the capital and the smaller cities. Family-oriented, generally wary of outsiders. Despite their hard lifestyle, they are fans of ornate clothing and designs, and are keen on appearances. Though they are not unkind to those in need, it takes a lot of effort to gain their full trust and acceptance. Once it is obtained, one can be expected to be treated as part of the family.

#1

[identity profile] noelleno.livejournal.com 2011-11-27 03:57 am (UTC)(link)
STENIER
Multi-regional nation
Kritarchy

EXPORTS: Wool, silver, brass, iron wares/weaopnry, livestock. exports to 2, 3, and 4
ECONOMIC STAPLE: Weaponry/smithing
MILITARY: Service mandatory by able-bodied first-born via conscription; volunteer-based in times of peace. Strong navy and cavalry. No allies.
TERRAIN: Varied from arid, temperate zones with rocky terrain throughout, plateauing out further inland.

CITIES: Several port cities are hubs of economy and population. Inland capital is center for holy holidays and ceremonies, as well as top-tier matters of state. Towns are scattered and become scarcer further inland due to poor terrain/living conditions.
The borders of this land are walled off both naturally and via stone keeps and walls.

PEOPLE: Hardy, strict, and disciplined folk rooted to family tradition and land, very suspicious of outsiders. There's a deep sense of pride for their own accomplishments, wariness bordering on rudeness for outside influence. Ruling heads (judges) dwell in separate cities and gather at several points throughout the year. Utility is prided over decoration; housing and designs are always practical before ornate, and only the wealthy or holy folk can have fancy stuff without it bordering on scandalous. These people typically prefer to be addressed by titles and honorifics, emphasize obedience in all things (especially with children), and do not like doing things for outsiders without something – even if small – in exchange.
There's an unchecked possessiveness in this society, seeing as no other nations have yet to call them out on their gradual expansion and hoarding (the nations they trade with have had no qualms lately).

#39

[identity profile] noelleno.livejournal.com 2011-11-27 04:14 am (UTC)(link)
AESEA
Northern coastal nation
Monarchy + Duchies

EXPORTS: fish, ships, instruments, lumber, furs, winter grains. exports to 17, 18, 19, 20, 30, 36, 37, 38, 40, 41, 43
ECONOMIC STAPLE: fishing, woodwork
MILITARY: Mandatory, stipulated by class (one male per regal family, two per sub-regal family, etc). Strong navy, notable infantry (archery & javelins)
TERRAIN: Cold, short growing seasons, choppy winter/autumn seas, but fertile, well-tended ground. Dense forests further inland, groomed and maintained.

CITIES: Mainly lining around the edge of the nation's borders, with hinterland and lesser settlements closer to the center. Biggest cities parallel/closer to other nation cities for easy transport of goods. Villages are ample, centered on duchy keeps. Styles vary with the tastes of each duchy and its vassals.

PEOPLE: Adventurous and fond of romance and drama, Aeseans produce as many notable bards and performers as they do brilliant seamen(and women). They are typically eager and excited by newcomers, eager for gossip and excited for exotic attire/songs/sayings/etc. There is deep national pride and many stories of journeymen braving the elements of their terrain/nearby sea to return home to kin/country. It is typical of many to leave the country for a few years as a youth to see the world – a kind of rite of passage before settling down and picking a profession (for life; those who flounce from job to job are considered unreliable).
The region is peppered with words and sayings from other countries and dialects, some completely contradictory but used all the same.

#12

[identity profile] noelleno.livejournal.com 2011-11-27 04:26 am (UTC)(link)
RUSTA
Plains nation
Monarchy

EXPORTS: Grain, vegetables, livestock, medicine. exports to 3, 9, 10, 11
ECONOMIC STAPLE: Grain, medicinal potions/herbs
MILITARY: Volunteer, active. Heavy infantry and cavalry. allied with 9, 10, 11, 24; at odds with 13
TERRAIN: High percentage of flatlands, temperate. Woods become more lush further northwest. Rivers running throughout. Swampier areas further south, near the biggest flow of the river system.

CITIES: Capital has moved multiple times over the span of 20 years due to military activity against 13. Cities are densely packed, boasting some of the tallest buildings in the continent. Villages are tight-knit and kept to general patterns for the convenience of routine military surveys. Work is being done on bulking up the borders against 13 and areas near it.

PEOPLE: Practical and rather small-minded, people of Rusta have been dealing with an ongoing conflict versus 13 for decades, and it's become a part of their lives. They are jaded to war in a sense, roused now and then when they feel directly threatened or involved (hence a great deal of military parading), and prefer to keep to their own personal/familial affairs rather than stick their necks into the problems of the wider world. Family growth and prosperity is key, with many tournaments held to raise low-class artisans or warriors to positions of honor, ultimately boosting the family name. Lots of stock is taken to lineage, heirlooms and crests and all the like, and they are easily impressed by titles and honorifics, though they will prefer to be addressed regularly among those they consider equals.
They are not the type to take kindly to impudence or haughty behavior, and relish the chance to knock a snotty attitude down a peg.

#24

[identity profile] noelleno.livejournal.com 2011-11-27 05:36 pm (UTC)(link)
JASODORA
Forested nation
Monarchy

EXPORTS: lumber, gold, textiles. exports to 13, 25, 26, 27, 33
ECONOMIC STAPLE: gold
MILITARY: Conscripted, partially active. allied with 25, 26, 27, 33 (River kings)
TERRAIN: Lush and forested, river-laden and groomed for crop-growing in the east and near water. Below sea level and prone to floods and swampy conditions.

CITIES: Modest save for the king's capital, tightly-knit and within a day or two's traveling between them. Villages line the rivers, docks along the bigger banks. Single or double-family camps for logging or farming are common, spreading the population around and gathering them at established market hubs.

PEOPLE: A mix of community-centrics and loners, all valuing their independence and self-worth. Achievements are solitary, but it is expected for one to share their rewards with family and friends. Outsiders are expected to integrate themselves, though some passive aid is given; there is no general will or drive to alter their own ways. They are optimistic, but practical in the many things they do, preferring to do chores early and give themselves ample time for relaxation and play in the evenings. Much affection is given to fairy and folk tales.
Edited 2011-11-27 17:37 (UTC)

#6

[identity profile] noelleno.livejournal.com 2011-11-27 05:47 pm (UTC)(link)
SANDIR
Tribal nation
Direct democracy

EXPORTS: Artisan crafts, exotic animals, fruits. exports to 7, 8, 10, 12, 13, 14, 15, 17, 18, 19, 20, 30, 42 and basically anyone who comes in
MILITARY: Nothing officially organized.
TERRAIN: Arid, rocky along the coast, more tropical further inland and south. Becomes rainforest near the southern and southwestern borders.

CITIES: Exclusively foreign-made ports and markets for trading. There are established points of gathering for ceremonies and important matters, and ruins of old civilizations scattered throughout.

PEOPLE: Comprised of multiple tribes with similar languages and beliefs, allotted the land by foreign dignitaries. National identity doesn't concern them much so long as they are allowed to roam as they please and live their lives. They are shrewd, however, to those seeking to exploit, and can become quickly cold if insulted or suspects insult. Outsiders interest them little, but can be lukewarm in interaction and fairly willing to trade goods and services if there's a need.

RIVER KINGS

[identity profile] noelleno.livejournal.com 2011-11-27 06:01 pm (UTC)(link)
#24: JANDOORA (see separate entry)

#25: ITRE
ECONOMIC STAPLE: Fish, herbs and grains
Known for innovative fishing techniques and equipment, with most of the population settled on the banks of Lake Betassanann. Typically friendly, but overprotective of its own.

#26: NADD
ECONOMIC STAPLE: Corn
A majorly agricultural-based economy, a heavy importer of metal wares with a general keen eye for well-crafted work.

#27: MIADIN
ECONOMIC STAPLE: Ore, metal work
Very spirited and independent, but loyal bannermen when called to fight for the monarch (typically adored when considered, but hardly though on during daily life). Mining the range near the northeastern border is becoming more common as the forest is cultivated.

#33: IDANFER
ECONOMIC STAPLE: Copper, tin, iron
One of the richest nations of ore in the region, typically welcoming to trade. Fiercely defensive if slighted or threatened, but can be coaxed back to peace if given a convincing gift.


These lands were once governed by a single king, but dissent fractured and split up the region for better rule. The River Kings trade almost exclusively with each other (except for Idanfer) and are known for bouts of arrogance or entitlement in political affairs. There are annual festivities pitting warriors and artisans of each country for reward and national glory.
Edited 2011-11-27 18:01 (UTC)