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Post by joatmoniac on Jan 8, 2017 7:43:29 GMT
Since there was so much interest in the idea of building monarchs, I went ahead and sectioned off a couple more areas of Dayeimbe for use with building said monarchs. This first set of questions will be for the Federative monarchy of Unudiris which you can find in the North West corner of Dayeimbe. 1. Race 2. Class 3. General Appearance 4. People they lead – 5. What do the people of Unudiris do? 6. What designates that the monarch can no longer rule? 7. What happens when the reigning monarch can no longer rule? It the crown so heavy that the seat sits vacant until a suitable ruler can be found? 8. How do the people under the monarch view them? Is the Monarch loved? Is the monarch feared? Is their word and personal tastes a code in which everyone should live their life like? 9. How do other people view them? Hated by foreign countries, or tentative relationships? 10. Advisors under the monarch? Ex: archon of libraries & magic, minister of festivals & farming, vizier of underdark and mining, other leaders of smaller areas. Etc 11. Where do they lead from? 12. Anything else you can think of! This second section is for the Elective monarchy of Shelsharres in the Southern area of Dayeimbe 13. Race 14. Class 15. General Appearance 16. People they lead – 17. What do the people of Shelsharres do? 18. What designates that the monarch can no longer rule? 19. What happens when the reigning monarch can no longer rule? It the crown so heavy that the seat sits vacant until a suitable ruler can be found? 20. How do the people under the monarch view them? Is the Monarch loved? Is the monarch feared? Is their word and personal tastes a code in which everyone should live their life like? 21. How do other people view them? Hated by foreign countries, or tentative relationships? 22. Advisors under the monarch? Ex: archon of libraries & magic, minister of festivals & farming, vizier of underdark and mining, other leaders of smaller areas. Etc 23. Where do they lead from? 24. Anything else you can think of! So there we are! Two more places, and their monarchs to talk about.
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Post by dmsam on Jan 9, 2017 2:02:06 GMT
1. Race - Civipdaariv the adult silver dragon. All hail the dragon empress.
Explanation - a federative monarchy often has a central authority that is a tier (or tiers) separated from its subjects. I feel that a creature whose needs and wants are alien to the general population, yet benevolent, would be ideal in illustrating this aspect.
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Post by lasersniper on Jan 10, 2017 8:21:21 GMT
11. Where do they lead from?
From that city in the middle of those lakes, a little south from the nation text. Lets call it Sirveil if it doesn't have a name already. It is located up against one of the lakes and has well maintained roads to the other ports that are close by. Sirveil serves as the capital but also THE main trade hub to the rest of Dayeimbe from Unudiris. All trade is mandated to be done through Sirveil, in order for taxes to be payed properly and inflation stemmed as much as possible. There are a few trade exceptions to ports along the southern coast of the nation however. Because of this mandate of trade, the city is notoriously wealthy and lavish. It serves as the shining jewel of the nation with impressive architecture, ornate roadways, and many sources of entertainment. Its most grand structure is the Federal Palace located right up against the lake. It has a landing port for its nations leaders to dock directly, and has large curved hallways and rooms in order to accommodate the Dragon Empress. As well as being the location where all the Federation spanning decisions are made, the palace has an entire wing sectioned off to serve as the private residence to the Dragon Empress herself.
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justdave
Squire
Yes
Posts: 27
Favorite D&D Class: Paladin // Barbarian
Favorite D&D Race: Human
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Post by justdave on Jan 12, 2017 8:48:54 GMT
5.) What do the people of Unudiris do?
The common people of Unudiris work as Farmers, Hunters and Traders. If I see this right on the Map, the whole region has Plains on the bottom (which are mostly used for Agriculture) and Woods (Which are being Hunted in). Due to the high density of animals, they trade a lot of furs and meats with the adjecent Kingdoms.
12.) Anything else you can think of:
There is a small Paladin Order, the Knights of the Harvest, that worships the Godess of Agriculture and Fertility, that wanders the plains and protects the Farms and Villages there from wandering monsters. When they're not slaying monsters, they hold small sermons, bless crops or serve their goddess by helping out on the fields.
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Post by edwinsu on Apr 21, 2017 15:00:40 GMT
1. Race - Civipdaariv the adult silver dragon. All hail the dragon empress. Explanation - a federative monarchy often has a central authority that is a tier (or tiers) separated from its subjects. I feel that a creature whose needs and wants are alien to the general population, yet benevolent, would be ideal in illustrating this aspect. 4. People they lead – The populations mainly consists of shorter lived races like humans dragonborn and halflings. 8. How do the people under the monarch view them? Is the Monarch loved? Is the monarch feared? Is their word and personal tastes a code in which everyone should live their life like? Civipdaariv is seen as aloof and out of touch with the common people by most of his subjects. Leaving lot of the everyday problems for the people further down the Hierarchy to solved while she works on the big picture, her plans often taking multiople decades and often longer then the avagae lifespan of one of his subjects.
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Post by edwinsu on Apr 21, 2017 16:53:40 GMT
24. Anything else you can think of!
Qne of the requirement to be eligible to become the king of Shelsharres is that you are in posession of a left ring finger. A counsel of wise men go trough multiple rounds of voting in each round one candidate is voted of, when a candidate is voted of his or her left ring finger is chopped of making them unable to ever be a candidate to become king again.
when there is only 1 canidate left the ring of rulership is placed on his left ring finger making him the new king.
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Post by joatmoniac on Apr 30, 2017 18:45:04 GMT
DM Josh and I will be recording the episode for this one next Wednesday. So now's your chance to get in before them.
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Post by catcharlie on May 19, 2017 14:59:04 GMT
After listening to most of the latest DM-Nastics episode I was intrigued by cutting the ring finger off of anyone who 'applies' for the position of ruler, and while you went on a permanent mark of entry my mind went to a more temporary one.
My idea was that each candidate would be given a magical ring that removed the ring finger on the candidate, the finger would then be placed in a vault and kept for a certain amount of years during which the candidate couldn't re-apply for the position. The candidate who was given the position of ruler would then be given a replacement finger (most likely jewel encrusted and magical) to signify their ruler-ship. When they are no longer ruler, the "Ruler's Finger" is given to the next ruler and they are A) Given a replacement finger that signifies that they cannot apply for the position again until they have their original finger, or B) left without a ring finger for a set amount of years before being given back their original finger.
I think this could be quite cool as you could have a game where the party has been requested to steal a particular finger from the vault so that, that person cannot run again, presumably against whoever contracted you to steal it.
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Post by letterlost on Jun 25, 2023 10:39:04 GMT
I have been fleshing out the region of Dayeimbe recently and thought I might as well share it here. Some of this may be redundant with other parts of the forum, as much of it as I can find is pulled form other posts and not my work. Please let me know any thoughts; also if there is anything you would add, change, or correct. Travel:With many hazards in the forests of Unudiris most of the travel and transport of goods (especially since trade is done in Civipdaariv/ S.F. Estate) between Faycliff, Whiskey Bay, Priory, and Oliver’s Retreat is done by ship. Since trade must be done in Sirveil/ S.F.E. by Unudiris Ordinance the shipping routes between Whiskey bay (by far the largest and most productive port) and Sirveil/ S.F.E. (the largest and only “official” international market of the region) are extremely busy and important. Very official permits are required for travel. Some travel by ship occurs, mainly by the Importers Guild (which has a suspiciously strong presence in Orthumz) between Whiskey bay and Orthumz via the Empress River, despite the dangers the river poses. Most travel between S.F.E./ Sirveil and Motirae’s many towns around the Dualing Peaks and Orthumz travel by Caravan over well worn roads established back before Unudiris by the nomadic Motirae. Faycliff to Sirveil is done by Caravan. The roads are busy and very important to the government. Cities/ Towns: Oliver’s Retreat: - A prosperous industrial town. Home of the noble Oliver family, originally sent here as a “definitely not exile, just a retreat” after disgrace in the capital (and rumor would tell you treason).
- The Current ruler, Duchess Olivia Oliver III (the 3rd) has recently become ill after a confrontation with a giant goose and is managing a were-goose infection
Whiskey Bay: - the Major Port town of Unudiris. Houses are typically wooden, but ground and toilets are stone (see spring cleaning event)
- Docks: a lot of ships and warehouses, most imported goods which are headed for Sirveil are dropped of here because the Faycliff region is so dangerous that Whiskey Bay sailors are responsible for transport, fish market
- Food: 50% fish, 5% Hunted game from woods, 5% nuts and seeds traded by druids of forest, 40% Farms.
- Governance: Duke William Whisker is old and senile, he freely roams a large manor doing whatever he fancies as long as he stays inside, he is managed by His youngest child Angel (Forth). The city is run by his three older children, Girth (oversees the Farms, Fish, Food, and Taxes- much of which is paid in food) , Worth (Oversees the Docks, Warehouses, and Trade), and Mirth (oversees the Citizens, Soldiers, and local Disputes), who only get along because their mother, Duchess Hearth Whisker, makes them.
- Whiskey Bay has a dedicated Navy, led by Admiral ‘Salty’ Steward who answers to the Duke and Duchess.
- The town guard is a Militia (Militia members are exempt from taxes and are provided an amount of food), Organized by Mirth Whisker and led by General ‘Stomper’ Muddegy who answers to Mirth.
- Mirth Whisker is a hands-on community leader and very popular with the common folk. She and two other judges, elected annually by citizen vote, oversee the judicial system.
Evergreen Run Motirae: - The descendants of the ancient horse-tribe barbarians eventually settled in the foothills and river valley of the Dueling Peaks as the forests overtook their grazing land.
- They became herders and farmers, with communities springing up around the old burial caves of the ancient heroes. They now form a modest nation of approximately five hundred thousand humans across the entire territory.
Orthumz, the Marble City: - Officially, this dwarven city is presided over by King Bogron and the council of clan elders.
- Orthumz is a bit more cosmopolitan than most dwarven mountain-cities, so the council also includes representatives from the majority-human Forester's Guild, the majority-elven/half-elven Gilded Library, and the majority-halfling Importer's Guild.
Starfall Estate/ Sirveil: - Capital of Unudiris, home of Empress Civipdaariv.
- The town of Sirveil has sprung up just south of Starfall estate, but the Estate is older and the name people know.
- Sirveil serves as the capital but also THE main trade hub to the rest of Dayeimbe from Unudiris. All trade is mandated to be done through Sirveil, in order for taxes to be paid properly and inflation stemmed as much as possible. There are a few trade exceptions to ports along the southern coast of the nation however.
- Because of this mandate of trade, the city is notoriously wealthy and lavish. It serves as the shining jewel of the nation with impressive architecture, ornate roadways, and many sources of entertainment.
- Its most grand structure is the Federal Palace located right up against the lake. It has a landing port for its nations leaders to dock directly, and has large curved hallways and rooms in order to accommodate the Dragon Empress.
- As well as being the location where all the Federation spanning decisions are made, the palace has an entire wing sectioned off to serve as the private residence to the Dragon Empress herself.
Faycliff: - This seaside town is well known in the region for its thick fogs full of Willow-the-wisps, sudden intense storms, and the rocks.
- It nevertheless has a large Harbor for smaller vessels sailed by experienced crews who become experts on their routes or wreck.
The Priory: - mainly inhabited by Hawk-folk (of "small" stature) called Rosier's and Ant-folk (of "small" stature) called Legion.
- The Legion farm the land and live in underground cities.
- The Rosier's reside in Rosebrier Castle (commissioned by the Rosier, built by the Legion) on an artificial cliff built up over the centuries by the Legion.
Geologic Features: - Theater of the gods: Touristy lake, with a large island park. A friendly exotic water race or creature (Siluri? They are friendly but very reliant on clean water, so only friendly as long as tourists care for water. Pollution = conflict)
- The Dueling peaks: there is a legend that long ago the two mountains rose from the ground, fought an increasingly (with each telling) fight, and slew each other. This is intertwined with the Motirae’s ancestral worship, which tells of their ancestors who will rise up from the mountain catacombs to fight again. Famously, snow melt mixes with red clay from the mountains adding a red tinge to the streams and lakes in the region.
- The Divide
- Empress Forest
- Wolfwalkers Coppice: See Motirae: “The forest-which-was-once-a-plain described by meribson in DM-Nastics #111 is now the Wolfwalker's Coppice, in far northwestern Dayeimbe. The mountains towards which the barbarians rode in the funerary procession for their dead king were the Dueling Peaks. The forests now known as the Wolfwalker's Coppice are so named for the pervasive stories of werewolves, mostly originating from the settled horse-tribes who never did have much love for the dark, mysterious forest that stole their open plains.``
- N. Wolfwalkers Coppice (Creative project)
- E. Wolfwalkers Coppice: separated from the N and C regions of the forest by the Wild River, this region of Wolfwalkers Coppice is much darker with more sinister entities dwelling within. These dark denizens originally pushed the Cross Trolls from the land into the water, but now offer sacrificial bribes to protect the Wild River’s borders.
- C. Wolfwalkers Coppice: The forests are inhabited by fiercely reclusive and xenophobic wood elves, whose ancient druids are actually, in fact, responsible for the sudden aggressive growth of the forest. This fact is known only to inner-circle druids and a few of the eldest sages among the elves. Their numbers are unknown, but the rarity of contact with them implies they are a small community- r/t Motirae.
- Biting Marshes: unusually warm for these parts due to volcanic activity creating mud volcanoes, these marshes harbor many insects. Particularly well known for its massive stirge which invades the adjacent countryside during warmer weather. Home to a friendly community of Grung (which eat Stirge) who are constantly warring with mud mephits (who worship a demonic magmatic ooze sealed away below the swamps causing the volcanic activity).
- Faycliff
- Priory Island: An Island off the west coast of Unudiris mainly inhabited by Hawk-folk (of "small" stature) called Rosier's and Ant-folk (of "small" stature) called Legion.
- Holly’s Thicket: thick and tangle woods under the control of Holly, a green dragon.
- The Axe Hills: a span of hilly grassland to the SE of Whiskey Ban. Once part of the Empress Forest it was cleared by the People of Whiskey Bay to supply timber to build the town and increase farmland. Now inhabited by a large number of Invasive Axebeaks that are thriving in the region. The area is extremely dangerous. A common area for Bandit camps to pop up, but such camps are attacked constantly by formidable and coordinated Axebeaks and as such often fail to become a major threat.
Borders: - Western Sea: “Some say if you sail far enough that way, you’ll fall right out of the world. Others say there’s a lost land no one’s ever seen before, least no one living they say. I even heard once tell they was sucked into a whirlpool and spit-out like to the total other side of Dayiembe. There’s all sorts of legends of what’s out in that sea there.”
- Frozen Sea (N. Sea)
- Wild River (E): The River cuts off the East Wolf walkers coppice from the rest of it. The River is infested with Cross Trolls who live just below the surface. To get across just walk in to call one up, if you can answer a riddle or bribe it with a gift they usually let you cross, otherwise they will pull you down to your watery grave.
- Rapid River (E): inhabited by merfolk from the nearby Mermaid Lagoon. The water is unnaturally fast at the surface and carries strange and unpredictable tides below 10 feet (sometimes even flowing backwards). Whether the strange tides are caused by the Merfolk is uncertain, though none are able to influence these waters save the merfolk.
- Watchman Hills (E): Spooky hills said to be inhabited by the inhuman ‘Watchmen’. nothing good ever came from traveling into them, and all that did never traveled back out, or so they say.
- The Cradle Mountains (E)
- The Fractured Lands (E/S): scarred lands from a failed attempt to “crack open the earth” 500 years ago. See Hierophants of the Hatching.
Regional Hazards: - Axebeaks: the wilds around Whiskey bay, mostly in the ‘Axe Hills’ to the South East but also in/around the edges of the Empress forest are home to invasive Axe beaks. These were the mounts of some travelers which escaped (riders were slain by …), they reproduced and now wild Axe beaks run rampant, terrorizing travelers, trees, and wildlife.
- in the Empress Forest, an undead city that had been held back by a druidic order. The players will have to dethrone the undead empress and have one of them take the throne or the undead won’t be held back any longer and wreak havoc on the surrounding world.
- The Watchman Hills: long ago some Debris of the God Exanani fell from the sky upon the region, causing accelerated decay of anything it touched. As the matter decayed, it slowly gained sentience and form. Now they reside in the region, some semblance of communal structure may exist but if so it is unable to be understood. (Functionally necrotic Shambling mounds, but not undead because Exinani doesn’t like that sort of thing)
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