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==='''Other Northwestern Nations'''=== ''A strange collection of minor states living in the shadow of the western Nantic nations.'' ====Desolate Island==== ''Mountains, pine forests, wandering bands of orcs, trolls, other monsters, and humans descended from Nantic humans. Known for strange pyramids.'' ====Aetherites==== ''A strange small island only inhabited by beings nicknamed the "Aetherites", strange shapeshifting beings of pure light and Aether roaming the isle without any apparent goal.'' The level of magical energy there is extremely high and any living thing staying too long there explodes, meaning that forms of life exist here besides some aether-resistant moss, plants and fungus. ====Goblin Island==== ''Magi-tech experts who sell unreliable weaponry to the Belkans and freelancers. Mostly goblins.'' The Goblin Island is inhabited by an unusually intelligent subspecies of goblins talented in engineering, their technology is potent but often very unsafe so only Belkan and some scaredevil mercenary groups buy their weapons. ====Republic of Free Men ==== ''Highly diverse nation made up of exiles, malcontents, and fugitives from other nations, particularly Afrozil and Sparticia. Was once a backwater province of Falconhead (itself a backwater) but eventually rebelled. Most of the leadership of this nation trace their roots back to the Amazon clans in some manner or another and seek to prove they are equal to Afrozil and Sparticia.'' The Republic of Free Men was founded by men from Afrozil and Sparticia Mountain Clans, they actually are good with their women quite well (much better than the amazons with their men) but have a strong rivalry with the two female-dominated nations and want to prove to them that men are the equals of women. People: A slight majority of inhabitants of the Republic are Nantic humans with deep roots in the area, but others are more recent arrivals, mostly escaped slaves and political malcontents from Afrozil, but also some from Sparticia, Westphallica, and Falconhead. Most escaped slaves who stay in the Republic are Shaobon humans from the Emerald Isles, since most other escaped slaves are from Autia and would rather migrate back to their homelands, but some stay for personal or political reasons. The political malcontents are more diverse, and include idealist Amazons and Westphallicans, disgruntled citizens from Falconhead, and ideological fringe players from around the globe. One of the few true democracies, its government is infamously boisterous and argumentative. The current leading political faction is led by middle class Nantic humans (generally male) from Falconhead who left or rebelled due to Falconhead's long history of being overly friendly with Afrozil and Sparticia, though most of its voter base are former slaves looking for payback against Afrozil. There is also a large nativist faction of Nantic humans tired of competing for land and jobs with the endless stream of escaped slaves, and a progressive faction made up of political idealists from the Amazon tribes, Westphallica, and elsewhere, some of whom have ties to the Utopia movement, and/or the Church of Vanille, leading locals and former slaves who have been swayed by their politics. The leading faction is relying increasingly on the progressive faction to counterbalance the nativist faction. Religion: Nantic humans typically follow similar faiths to Falconhead and Westphallica depending on where they are from. Some former slaves keep their old faiths, while others convert to Neir, Vanille, or Grumm. Those who were born into slavery in Afrozil or Afrolia typically retain the agnostic worldview they grew up with. Magic: Very few mages are enslaved by Amazons, they are typically either killed off or bribed into a fairly loyal state of mind. However, local Nantic humans follow the magic traditions of Falconhead, or sometimes Westphallica. Military: Unable to fund a permanent military, the Republic relies heavily on the Free Men's Militia, who do a respectable job defending against slaver attacks, and who sometimes even launch anti-slavery raids against Afrozil, but whose small size and heavy reliance on infantry and small boats mean they will not last long against anyone other than Falconhead in a full scale invasion. Sometimes mercenaries and foreign volunteers are used to beef up raiding parties. History: Once known as Upper Falconhead, this hilly region was long ignored by the Nantic Empire, and later even by the small, insignificant Kingdom of Falconhead. It became a popular refuge for escaped slaves with nowhere else to go, as back then the lands were so sparsely inhabited, pretty much anyone could claim an unoccupied creek valley, and scrape by growing vegetables and sheep. It also became popular with the more assertive citizens of southern Falconhead who got tired of being constantly bullied by Afrozil and Sparticia. During a particularly long period of occupation of Falconburg by the Sparticians, a coalition of disgruntled citizens, former slaves, and foreign activists set aside their differences and cobbled together a rebellion, and later a full fledged government. As a mountain dwelling tribal people, the Sparticians didn't really have the numbers to hold all of Falconhead anyways, and instead simply shrugged and focused their efforts on the more profitable region in the south surrounding Falconburg. However, a decade later, the assassination of a beloved Spartician clan leader by a rabid abolitionist led to generations of retaliatory raids by Sparticia. This rivalry is nothing compared to the deep hatred between Afrozil and the Republic however, as the majority of escaped slaves living in the Republic come from Afrozil rather than Sparticia. However, in recent times, the Republic has been somewhat more reconciliatory with its neighbors. The determined efforts of the increasingly powerful progressive political faction has managed to improve relations with Falconhead and the Sparticia clans, though even the progressives dislike Afrozil and no attempts have been made to reconcile with them. Officially both Westphallica and Ercaenmedi ignore the Republic, but funding from followers of Vanille and/or Utopia have been increasing as they gain strength in Westphallica. Ercaenmedi also has some abolitionists, but the Ercaenmedian Government watches them closely due to fears that they will upset the fragile Alkor-brokered ban on Afrozilian pirates targeting Ercaenmedian ships. Economy: The Republic contains fairly marginal land, with much of it suited for little other than sustenance farming, though enough medium sized farms and mines exist to support the economy. However, despite the Republic being relatively sparsely populated, it is still has a large population in relation to available farmland and jobs, and constant immigration is a source of tension for lower class natives. Some people earn extra money doing seasonal work in the much more prosperous neighboring country of Westphallica, but former slaves generally refuse to do this as the poor work conditions for foreign laborers reminds them of slavery. The coastal region is almost empty, as the coastal mountain range is the Republic's main defense against piracy and slave raids. Most settlements on or near the coast are militia outposts used for defense and launching raids. ====Afrozil==== ''Black Amazon slavers. Female only race that rely on bribery, slavery, and other means to find mates. Major hub for slavery, banditry, and piracy, but also has several popular port towns for ships going up and down the west coast.'' The Banana Commune is a small tribe of Monkeymen present between the borders of Afrozil and the SMC. They love to continuously loot and annoy their Amazonian neighbors, with much success. An Amazonian caught sleeping with a Monkeymen and vice versa is seen as desperate. See the section on Afrolia and Afrozil below for more information. ====Sparticia Mountain Clans==== ''Greek Amazon mountain dwelling raiders. Female only race that raid neighboring nations for mates. Rivals with Afrozil.'' General: One of the so called "Amazon Races", the Sparticia are notorious slavers and raiders who have been a thorn in the side of their neighbors for countless ages. Although not particularly adept at magic, or skilled with technology, their strong sense of racial unity and heavily forested mountainous homeland have allowed them to endure many attempts at conquest by neighboring nations. Their most hated enemy are their fellow Amazons in Afrozil, and squabbles over slaves are common among border tribes. People: The Sparticians are one of the all-female Amazon races, and as a result, they sometimes raid other nations for mates when they can't bribe or lure men in. The children of Amazons (always female) are inevitably Amazons of their mother's ethnic group, but their mates are recruited from several sources, usually from Falconhead or Voluntas, but they also have a strong dislike of the Republic of Free Men, and will raid them frequently anytime they are able to move through Falconhead freely. Raiding Afrozil to steal their mates is also popular. Orcs, goblins, and hiisi are also technically options, but only the most desperate Spartician would mate with them. Aside from mates, orcs, goblins, hiisi, ogres, minotaur, harpies, and giants all freely roam the more remote and inhospitable regions of Spartician territory. Although they appear human, Sparticians, like most other Amazon races, are stronger, tougher, and faster than a human in their weight class. They also age slower than a human once they hit puberty, and it is not uncommon for them to reach 200 years old assuming they are not killed in combat first. Religion: Sparticians, like most Amazons, worship Ayalla as their sole goddess and creator. Magic: Sparticians rarely use magic, preferring martial skill and stealth to accomplish their goals. Military: Sparticians have no standing military, but all clan members of fighting age are trained in combat. Their favorite weapons are short swords, javelins, spears, bows, and chakrams. Much of their gear is purchased, stolen, or looted from Voluntas. They tend to avoid using firearms even when they have the opportunity to loot them during raids. Their favorite targets are Voluntas, Afrozil, and the Republic of Free Men, but they sometimes bully Falconhead into submission to move more freely through their territory. Luckily the men of Falconhead are seen as weak and rarely targeted. They sometimes have to defend themselves from raids by orcs, hiisi, and other monster races. History: The Sparticians have been around for as long as anyone can remember. Only during its strongest periods was the Nantic Empire able to force the majority of the tribes to swear fealty, otherwise they roam their mountainous territory and attack their neighbors freely, except Falconhead, who often bribes them to leave them alone. Economy: The Sparticians are hunter-gatherers who roam the heavily forested Sparticia Mountain Range. Their crafting skills are minimal, and almost all their clothes, weapons, armor, and other gear comes from raiding Voluntas. They will only use things looted from other nations (except mates) as a last resort, as they see both the Nantic humans, and orcs and other monsters as barbarians, while Voluntas still uses technology from what Sparticians see as the Golden Age. ====Kingdom of Eritroans==== ''Humanoid grasshoppers, raise various large insects for trade.'' General: The Kingdom of Eritroans is Birthplace of Grashopper folk. While its separated from most of the continent by mountains, the country itself is mostly made out of fertile plains and forests. Its people are known to be great woodcrafters, especially when it comes to musical instruments and ships. Military: Thanks to additional strength from chitin armors, grasshoppers are formidable archers. ====Voluntas Pact==== ''Ancient Greeks, except they all wear metal masks. Fight with Amazons and Hiisikunta. Isolated branch of the Sorgos People (Mediterranean).'' General: Voluntas people are known for their individualistic mindset, to a point were they hide their identities behind masks made out of metal to separate themselves from outside world. Their country acts as a direct democracy in ancient Athens style, with ancient Sparta style slavery. All of the northern part of the country is under generational slavery. Additionaly they have friendly relations with Grashopperfolk to the south and west, and are in constant war with northern tribes. People: Most inhabitants of the Voluntas Pact are humans of Sorgos descent, but slaves and free men from other regions are not uncommon. Citizens are the top of Pact society. After having completed their mandatory military training, many go on to become soldiers, while others become landowners, businessmen, artisans, and bureaucrats. All citizens in a given region have the right to attend the regional assembly and court and vote on a range of matters including trials, laws, military actions, and the election of officials, though many won't attend sessions unless a topic of personal interest is being voted upon. Citizens can only be the children of other citizens, and due to low birth rates and occasional high military casualties, the percentage of the population made of citizens is slowly dropping. Below them are foreign free men known as metics. Relatively rare, metics still often fill a valuable niche by bringing foreign ideas and skills to an otherwise socially conservative region, or doing jobs not really seen as suitable for a citizen, helot, or slave. Next are helots. Making up a large portion of the population, they are similar to the serfs found in certain other backwards nations in that they have more rights than slaves, but are still highly constricted in terms of mobility, profession, and military training. All are Sorgos since the position is hereditary, and there is no mechanism for anyone to be promoted or demoted to helot. At the bottom are slaves. Some slaves fill relatively high status roles like teachers, scholars, concubines, foremen, and artisans, but most are laborers or domestics. Most slaves are Sorgos (descendants of those on the wrong side of civil wars and revolts) but slaves from exotic locations are highly fashionable with wealthy citizens (typically from the Second Empire via Afzen middlewomen). Slaves are rarely freed, but many are kept motivated by the thought of securing a more comfortable posting. Religion: Religion in the Pact is a strange fusion of the Sorgos and Nantic Pantheons with the primary gods being Zeupiter (a mix of Zeupiter and Ace/Alcar), Shull (mix of Nepseidon, Hadiese, and Shomdar/Shull), and Aphrodinus (mix of Aphodinus and Gaelhalla, Ayalla). Magic: Members of the Pact see direct use of magic in combat as cowardly, and overall aren't super keen on magic, though they do make use of healing magic, enchantments of weapons and armor, and occasionally divination. Although a highly controversial topic, it is believed many of the greatest warriors "cheat" by either using subtle magic to improve their combat prowess, or getting others to enhance their speed, strength, and reflexes with magic. Military: The Pact military heavily emphasizes individual martial skill and valor. Spears, javelins, swords, and round shields are the preferred gear, though many prefer more exotic melee weapons to better stand out. Bows are sometimes grudgingly used, though most would rather reach melee combat as soon as possible. Armor is often showy and impractical, though of course masks and visors are worn whenever possible. Siege warfare is almost unheard of since there are few functional fortresses in the area, though Pact soldiers sometimes hire themselves out as mercenaries, in which case, they typically rely on other to break the defenses before plunging into glorious melee combat. They also don't do great against modern artillery or massed gunfire, and as a result are usually employed as skirmishers, flankers, and raiders. Pact citizens are taught to treat martial combatants with respect, and usually try to ransom, trade, or sometimes simply release skilled combatants that were too injured in combat to continue. In contrast, captured conscripts and citizens are humiliated, neglected, abused, and sometimes tortured. Most Pact soldiers are citizens, but occasionally during major wars helots will be conscripted, though their training and equipment is abysmal, and their commanders seem to delight in needlessly getting them killed. Some wars are believed to have been deliberately started just to thin out the helot population a bit. The Pact's relations with its neighbors is complex: The Hiisi and other monster races living to the east sometimes raid the Pact, and other times are targetted during glory seeking raids and hunts. No serious attempt has ever been made to conquer the Hiisi though, since to do so would deprive the Pact of one of their favorite foes. The Spartician Amazons also raid the Pact for weapons, armor, and mates. Likewise, counter raids are not uncommon. Captured Pact soldiers who fought particularly well are sometimes taken as mates by the Sparticians, while a defeated Sparticians will sometimes fall in love with particularly skilled captors while waiting to be ransomed. Needlessly to say, the relations between Sparticia and the Pact are complex and strange to outsiders. Relations with the Afzen Amazons of Afrozil are poorer. The border between these two nations is poorly defined and a frequent source of conflict, as is illegal slave snatching from both sides by greedy landowners. However, wars rarely last long since economic ties between the two nations are strong, particularly the Pact's reliance on Afzen Amazons to acquire new slaves for them to purchase. Relations with Eritroans are generally good, mostly since the Eritroans never give the Pact a reason to fight them. Some Pact generals have tried to start wars with the Eritroans simply to have something new to fight, though cooler heads have always prevailed, since deep down the elites of Pact society know they may need a reliable ally if they are ever threatened by a major power. The city states that make up the Pact frequently fight among themselves, and relish any chance they get to put down a revolt by helots or slaves, or even the rumor of a revolt by helots or slaves. History: In the time of expansion for the Soukans, the world was a friendlier place. While some younger nations may have been rapidly expanding, the Soukans were content merely to take key pieces of land and greatly expand the infrastructure of them to make new city-states and then carry on with their spread. In those times progress was quick and the Sorgos colonies as they were known soon were vastly spreading in size with vast swathes of land being built upon and regions like what is now Aesanaeria mined for the abundance of jewels and natural resources they had. Each city-state back home had their own colonization initiative active at the time and the region which is now the Voluntas Pact was a former colony of Sparathus. This is evident from the similar appreciation for martial excellence shared between both sides however the Pact has taken things a step further from Sparathus, which while still preferring melee combat freely uses magic in their fighting styles to greater enhance their lethality. Even their greatest warriors, the Black Blades (soldiers in black plate armor wielding huge enchanted obsidian greatswords that consume combat drugs in battle hashashin style to pull off bullshit usually reserved for elder elves like deflecting bullets with your sword) use magic in their techniques and use enchanted weapons. This shift in ideology was primarily caused by the isolation of the former colony, leading to the settlers left behind and the locals to change their doctrine from one of slow outwards expansion to one of aggressive defense from Amazon neighbors. Essentially it ended up devolving from constant raids and losing the magical abilities from their homeland through procreation with the locals leading to the current situation. Recently however the Soukans have showed back up again but aren't very well loved by the people who see them as posers who don't respect the art of melee as much as they do magic. Their leaders however understanding the use of magic to augment your martial prowess have gotten along well enough and trade has restarted between the nations with captured slaves and Spartican/Afzen warriors being sent back to the republic to work or fight in the colosseums in return for jewelry and higher quality weapons being sent by the Soukans. Economy: A somewhat backward nation economically, the Pact relies heavily on dirt cheap slave labor to make up for its low technology levels. Attempts to modernize have been strongly resisted by wealthy landowners invested in the status quo. The Pact exports good quality grains, meats, and vines to a range of nations via ocean trade routes. They also sell arms and armor to the Eritroans, Sparticians, Afrozil, and Aesanaeria, though many other nations arrogantly feel such equipment is too primitive to be of interest to them. The ruling class dislikes technology, but imports a wide range of exotic foods, jewelry, clothes, and other status symbols, particularly slaves. Mercenary work and adventuring are looked upon favorably, and Pact mercenaries are common in Eldrian States, and sometimes Sorgos and Nantic States. Miscellaneous: Voluntas Klephts are known to mostly make their masks out of plaster. ====Hiisikunta==== ''Look halfway between orcs and trolls, basically behave like orcs.'' Hiisikunta is high chiefdom of hiisi people ruled by High Chief Vainamo. Hiisis are greyish creatures having similarities with trolls and orcs. They aren't that developed civilization but instead most of their lands are rural wilderness. They also enjoy raiding neighbouring realms. In Hiisikunta Hiisis are worshiping different spirits of nature. They also have sauna ritual in which they go to smoke sauna to clean their spiritual selves and to gain divine guidance. This ritual will be performed always before going to raiding and war. Even though Hiisis are technology wise behind their neighbours they have individuals who can perform powerful magic, mostly related to nature and woods. And there are stories that Hiisis hold powerful weapon called Sampo that they would use if needed. ====Orkistan==== Orkistan is a relatively recent nation founded by a huge orc warband that decided to settle down to the west of the central continent where they were active. Nowadays they are mostly building their country in more sustainable and peaceful ways, they still enjoy mercenary work but never against their neighbors, Aesanaeria is currently their biggest client. Those on the coast are also often pirates avoiding their own peninsula but instead targeting the Southerners like the Wizard Coast, Luver, Ander and the Unravelers. Culturally, they are known for sophisticating orc traditions and arts, mostly notably creating parades and a new style of music based on their ancestral war chants. ====Hagarta==== Hagarta is a small informal country of witches and warlocks living in the wastes between Gabaet and Sparticia. They live in isolated covens (varying in size from a master and one apprentice to an hamlet) and avoid interacting much with each other to better stay hidden from the neighboring nations. Almost all of them are able of magic because they kidnap children with magical talent and abandon, kill or sell to slavery their magicless biological children. They know almost all forms of Nantic magic and practice many dark ones. Their only export is talented magic users leaving to work for Westphallica, they tend to eventually come back to found their own coven. Their religion is mostly similar to the ones in Gabaet and Falconhead, with the addition of the god Deadicorn and a more magical variant of Grumm. People: Most of the inhabitants of this region are Nantic humans, but harpies are fairly common, as well as the occasional hag, horseman, dwarf, amazon, goblin, orc, hiisi, troll, ogre, giant, dire bear or kobold. Technically it is part of Gabaet, and most of its inhabitants consider themselves to be citizens of Gabaet, but many call the region Hagarta, which also the name of the loose organization of witches and warlocks hiding in the region along with the slightly more benevolent Briar Ravens and Blood Wolves. Religion: Most inhabitants have religious practices similar to that found in Gabaet and Falconhead but darker and more rural. Their gods are Gaelhalla/Ayalla (sex, fertility, also important god for harpies and amazon), Neir/Wyrn (farming, forests, nature), Gayin (for the few dwarfs in the area), Liik (ravens, crows, vigilance, protection, death, she far more prominent here than most parts of Gabaet), Shomdor (manages the punishment of evil souls in the underworld), and Ace (storms). Grumm and Deadicorn are also worshipped by users of dark magic. Magic: Although technically a part of Gabaet, Hagarta is sparsely inhabited, ignored, and effectively lawless, which makes it the perfect place for the practitioners of questionable magic to gather. There are three main rival magic traditions here: The Hagarta are the most prominent. Made up of humans, harpies, and hags, they study any and all forms of magic, and pay tribute to many dark gods, though Deadicorn is by far the most important. They believe only magic users have a place in their society, and kidnap children (usually female) with magical talent, while killing, transforming, or selling into slavery any of their own children without magic talent. They live in small groups, and are often served by enchanted slaves, the more exotic the better. The Briar Ravens serve Liik, and specialize in anti-undead operations, though they also hunt demons and other monsters. Like the Hagarta, they include humans, harpies, and a few hags in their numbers, and they use many types of magic, but shy away from flesh shaping and necromancy. They are highly skilled at divination, and their agents sometimes carry out morally dubious assassinations to alter future events. The Blood Wolves serve Grumm, and consist of magic using cannibals (again humans, harpies, and hags) and lycanthropes. They don't seem to have any long term goals other than covering up each others attacks. They can use a wide range of magic, but prefer enchantments, curses, necromancy, and demon binding. Military: Hagarta doesn't really have a military. The non-magical locals tend to rely on militias and posses for law enforcement and killing wandering monsters. The magic users generally keep their identities hidden to prevent retaliation. Their immediate neighbors can usually guess which are magic users, but rarely know what affiliation they have. In return for not snitching to authorities in the more populated parts of Gabaet, even the Hagarta and Blood Wolves rarely carry out attacks on their immediate neighbors, instead sneaking into neighboring regions, particularly Sparticia and Gabaet proper. Anonymity isn't their only defense however, many of the larger enclaves are located near portals to the fey world, allowing them to disappear entirely should major trouble approach. History: Long a small and overlooked region of foothills and valleys of little worth, Hagarta was part of the Nantic Empire, and later Gabaet, though it always had a dark reputation. Economy: Only the hardiest and most desperate folk try to scrap by a living in this monster infested region. Most are either outlaws, or poor, illiterate folk who are too clannish or ignorant to move elsewhere. Prospectors occasionally make major finds in this area, abandoned mines are everywhere (some of which make nice lairs) and most non-magic users can trace their origins back to a past mining boom. Despite their magical ability, none of the three magic using organizations in this area seem to consider material wealth important. Some will get bored and work in Westphallica for a bit, but will eventually get bored of luxury, and spend their remaining money on rare magical components before moving back to primitive lairs and shacks in the Hagarta region. ====Srechund==== In the central regions of Autia, where there now lies the nation known as Srechund there once was a thriving population of dragons long ago. The beating of their wings filled the skies as they battled and found nearby villages to raze. This lifestyle abruptly came to an end following a long and chilling series of winters leading to these dragons needing to hide in their great caverns as they slowly starved to death. And when dragons gather, a host of fervent Kobolds stalk and worship them, as is in their nature. The loss of their masters devastated the creatures and the shambling masses of grieving kobolds proved a perfect target for the nearby population of direbears, cruel creatures that would've been the apex predator in this environment should there not have been dragons. Rather than pouncing and consuming all the pitiful creatures, the direbears chose to put some to work and enslaved the entire race. Years after years of neverending labor lead to constant deaths, either of starvation or the conditions they worked in however one fateful night some kobolds stalked into the caves of their dragon forefathers for advice. They found pools of almost dried up blood which they used as face paint and to their shock found the blood empowering them. Specifically it enhanced the power of metal magic, where they could control all kinds of metal. Knowing this they snuck droves of curious followers into the caves and they used these powers to drag out great veins of ore and revolt against the direbears. It was a hard fought fight but with enough hit and run tactics they brought their captors low as they fled. They created a great iron wall along the mountain border next to prevent the return of these beasts and have set to try and build a new civilization with this knowledge of metal magic founding Srechund. ====Drow City of Myr'klyt==== People: The main residents of Myr'klyt are drow, but half-drow are becoming increasingly common. Some other underground dwelling races are allowed to live in the city like duergar, mind flayers, and goblins, but only after they have been carefully vetted. Some enchanted monsters and demons can also be found in the more high end niche brothels. Some humans also live here permanently, often actors and actresses posing as slaves. Guests are mostly from Westphallica. Myr'klyt's true nature is a well kept secret to increase its exclusivity, though the existence of Myr'klyt is well known in the region. Many falsely believe that Westphallican nobles sell unwanted refugees and wannabe immigrants into slavery to Myr'klyt, a rumor Westphallica does nothing to dissuade since it already spends lot of money deporting undesirables. Religion: The drow who founded Myr'klyt where refugees from drow cities run by various evil gods and goddesses back in their home plane of existence. Some of them still worship their old goddesses like the Masked Lady, while others have converted to local gods like Gaelhalla, Vanille, or Gayin. Magic: The drow of Myr'klyt don't have a particularly high number of magic users by the standards of their race. Those that do learn magic focus on combat magic or illusions or enchantments that can boast their profits in the tourism business. Military: Myr'klyt frequently has to defend itself against other underground races, particularly other drow. Like most of their race, their preferred tactics are stealth, hand crossbows, and offensive magic. Westphallican nobles will sometimes send their mercenaries and operatives to help protect their investments in Myr'klyt from attack. History: Drow cities first began to appear beneath the surface many centuries ago. Found beneath Aesanaria, Nantes, Ercaenmedi, Afrozil, and many other nations, they quickly gained a reputation as hubs of slavery and evil, thriving despite having to compete with many other evil creatures beneath the surface. However, Myr'klyt was not like most other drow cities. Smaller and less evil than other cities, it suffered from frequent raids from other drow cities before the ruling council came up with a rather unusual way to firm up its alliance with Westphallica. Noting the existence of entire palaces and towns based around a single erotic theme, the Matron Mothers of Myr'klyt allowed their closest allies in Westphallica to set-up private retreats and brothels in exchange for high taxes which they used to buy magical components and weaponry to defend their city. Over time, the tourism industry came to dominate the city, with almost everyone working at least a side-gig in tourism. Economy: A small isolated city, Myr'klyt relies almost entirely on tourism from Westphallica to run its economy. Activities that can be found here run from the relatively benign like swimming, watching play, dance halls, shopping, going to restaurants, gambling, and watching races, to hardcore like themed brothels and orgy dens, elaborate roleplaying, and erotic fight clubs. Everything is based around what Westphallicans think an evil drow city should look like, but drow that work in the tourism industry find the whole thing very unauthentic, and particularly when combined with the sexual aspect, rather degrading. Many drow and half-drow have left the city as a result, usually staying in Westphallica, but some going to places like Falconhead, Hoogivs, or Utopia, where people are both relatively open-minded and peaceful.
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