Tazlure: what does it look like

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Tazlure: what does it look like

Post by Maeve on Sat Oct 22, 2016 7:01 pm

The Planet


Tazlure is the blue colored globe on which we live, the collection of nations, areas and races. Tazlure exists in a universe and has one sun and one moon. The climate zones range from polar to desert and back again.  Through the portals our globe is connected to many other worlds that we are yet to explore.

Tazlure has three main continents. The first is Terra West, on which the biggest nation is the Western Kingdom, which contains King's Court, Roque d'Ancourt, Pax Balthasar (part of the Border Estates), Dragon's Keep, Nether's Gate, and, until recently, World's Mouth & Mach Mellin. These last two cities recently split from the Kingdom and became independent city states in its own right (and close allies with each other and to the Empire of Seven Isles), although they are still (obviously) geographically located within the borders of the Western Kingdom. Other nations include Terra Incognita (with capital Sabata), Kaza Rhun, T'aquar, Le Bois Noire and Khan.

The second continent is the Empire of the Seven Isles, which contains Dort, the Citadel, Kislovan, Aveas (formerly known as Pan's Isle), Gulanadur, Insula Ursa, Amun Rah, Oracle's Isle, Nipponar, Muchislie, Sierra and Trothgard.
The last continent is the Eastern Empire which is largely unexplored and has only just opened for play.



Shorewhich

Our little island of Shorewich is to the left of Dort, just below Amun Rah. It is a de facto colony of Dort (one of many), with the local ruler, baron Shorewich, paying taxes to the Duke von zu Dort-Billigh, but otherwise being left alone for the day to day running of the place.

Population & Languages

75% Humans
10% Adhiel
5% Half Giants
2% Gnomes
2% Fae
6% Other

Nearly all languages of Tazlure are spoken in Shorewich's Port Town. While the rest of the island is pretty empty,  especially in the wintermonths, the majority of the population lives in Port Town.

Climate & Geography

Due to being south of Dort and near colder climates, Shorewich enjoys brief, not too warm summers, and long cold winters, with a lot of storms in between. Storm island is its nickname, and many a ship ran afoul of the rocky shores to the south, even though they too were a good hiding place for pirates before the Western Kingdom became the main hub for such a profession.

Right now winter has arrived, and a steady pack of snow has covered the grassfields, while sheep hide in the barn.

Of note are the mines in the eastern part of the isle. There is not much interaction with the gnome colony that is in charge of the mining, but they bring their produce, mostly salt, to market in Port Town and duly pay taxes, leaving the authority with nothing to worry about.

Culture &  Economy

Shorewich is very similar to Dort: a lot of farmland, mostly sheep, some salt mines and possibly other excavations in the eastern part which is more rocky. The salt and other produce from the mines has drawn attention to Port Town's market from the Western Kingdom, whose airships regularly sail in.

The South has seen its share of smugglers and pirates though that is said to be something of the past. Port Town is a lively trade town due to being on one of the ancient routes between the Empire of the Seven Isles and the Western Kingdom. The salt mines add to the attraction of Western traders. Fish & Wool are the other main expert items. Together with Dort it is the isle of Shorewich which is responsible for shipping to most of the fashion industry in the Citadel.

Despite not hailing back from Islay, there is a fair number of kiltwearing barbarians that have made the town and surrounding farmland their own, as it is a welcome distraction from the fate of Islay itself. Shorewich even claims to brew a good old whiskey.

History & Politics

The official history maintains that expeditions from Dort, hailing back to the Midlands, colonized Shorewich. The Barons of Shorewich, the Treveyn family, trace their lineage back to ancient times on Dort. The current baron is Kernow Treveyn, human, unmarried and in his late fifties. He is known as a recluse and local gossip aunts will tell you that they worry about the maintenance of the line should not a fine young lady finally snatch this stubborn bachelor. However since the baron seldom partakes in social life this is as unlikely as ever to occur. There is a second cousin, George, waiting patiently in the wings while making a living in Port Town as a wool merchant.

The baron is not a very strong or even present leader, prefering spending time in his manor house, known to many to be a grumbling kind of man muttering "Humbag" a lot. He leaves most of the day to day running to the mayor of Port Town and his council.

The isle of Shorewich was not very involved in the War of the One, far from the front and not willing to alienate its main costumers. Instead Westerners, who came in bigger numbers after the war, are welcomed to Port Town despite their odd ways and odd clothing.  Amun Rah too is a source of welcome visitors, leading to an enhanced number of Half Giants.
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Re: Tazlure: what does it look like

Post by Maeve on Sun Oct 23, 2016 3:57 pm

The Empire of Seven Isles

Current ruler: Caesar Andolin Azarin
Allies: World's Mouth, Mach Mellin
Trade agreements: Gulanadur, Western Kingdom

The name of Seven Isles was not very aptly chosen. There are more than a thousand isles in the Empire, if you also count the little uninhabited ones. And even if you count only the states it still adds up to more than seven. Scholars believe it points to the ancient legend of the Seven Races who founded the fellowship that in turn became the first kingdom. It is certainly true that the number seven has had some religious or magickal relevance, as it keeps reoccurring in the history of the area. The isles form a long stretch from pole to pole, covering all kinds of climates; though the inhabited isles mostly have moderate climates.

With some exceptions the Empire consists of surface dwellers, so what happens under that surface is another kettle of fish.

Isles of the Empire

Citadel: The Citadel is the name of the isle, the capital of the Empire, and the castle of the Caesar; all in one. The Citadel is located in the middle of the Empire, a small rocky isle with not much of interest, save that it is highly defendable. Almost anything can be found in this bustling town, including diplomats from distant nations, exotic foodstuffs, and arcane knowledge. The city is very active as the central seat of government, as well as being the main port of the Empire.
Exports: Seafoods, fine cloth: Silk, satins, etc, pearls, fine jewelry.

Dort: A bustling hub of action, Dort is home to the followers of Furst/Duke Erwin von-zu Dort-Billigh, a country of trading, arts & crafts and of course whiskey, where Pecunia is the main religion, and money talks. The Duchy of Dort is divided into four counties, which are ruled by the ducal vassels, each specializing in a field of trade.  In addition Dort has added several colonies to its territory, including Shorewich. Dort is the trade center of the Empire.
The Duke has currently disappeared from the public eye following his divorce but still hold power nominally.
Exports: Dort produces a fair amount of dairy products and meat; it also exports leather products, whilst boar and deer are hunted in the small forests. Recently the demand for Dort tapestries has risen. However, the most famous export product of Dort is alcohol: Dortenese Dark Ale from the Abbey, and Islay whiskey. Dortenese skilled workers are also in high demand.

Oracle's Isle: Even in the oldest records, the Oracle's Isle is mentioned as a holy place; revered by all the religious orders. In times of peril, the Oracle has guided people with its prophecies. The Oracle's Isle is surrounded by reefs and treacherous streams. Very few people have ever visited the isle without becoming a monk. Lady Sosa and her retired Purple Guard have withdrawn to the isle a couple of yahren ago. The rulers of the island are the triad of high priests, whose names are not frequently spoken.

Amun Rah: The wonderful, dry, superstitious and oppressed land of Amun Rah captures the imagination with its xenophobia towards foreigners, the open slave trade, the Amunic magic based on their forefathers, and the sandcaves. Vast deserts make up the majority of the isle of Amun Rah. It is along the shores of Mu-at and in the Emphalis delta that most of Amun Rah life, under the reign of the Rafao, finds a place for itself. The Great Desert is sharing the eastern half of the isle of Amun Rah; this is nothing but a large collection of yellow dunes and a few small oasis with grasslands. Here the tribe of Half Giant nomad warriors tend to their sheep.
Ruler Ionis is growing old, the years have not been kind to him. His wife Isis has returned to her husband side to nurse him.
Exports: Salt, spices, grain, sand, oil

Aveas: Once the central place of the religious sects of Pan, most of the isle has been abandoned, save for such creatures as centaurs and faeries. Since the War of the One, profit-hungry Mouthies have conquered and colonised the island, although there is still some resistance from the original inhabitants and from the Dark Adhiel who occasionally emerge from Gulanadur, giving the colony no appetite for mining in that  particular vicinity. There is still a disruption of trade between Gulanadur and Dort in regards to more illegal substances. Aveas is used as a stepping stone in trade relations and keeps a low profile.The administration of the isle is not well known.
Exports: Espresso beans, Smokables, Fine liquors, Fruit, Seafood.

The isle of Ursa Etheria, formerly floating in the sky by divine will, crashed down on the coast of Aveas. Initial incursions by World Mouth were rebuffed and there is now an icy peace. The Citadel has nominally claimed the isle as part of the Empire, offering it the safety of its name, but no further efforts have been made to establish full contact.

Muchislie: Muchislie contains nearly half of all the isles of the Empire. It is a collection of very small isles. The largest isle, which houses the capital Adzerik, is still only half the size of Dort. Some of the isles nearest to the Citadel have a reasonable moderate climate and are covered with forest, but the isles above that have a definite prairie or savanna look about them. Large yellowish fields of grass make the nomadic humans into the hunters of the great grazing beasts.
After the mysterious disappearance of president Silk, and the family de Bessnie that ruled after him, a council of patricians and nomads runs the state.
Exports: Silk, lumber, ships, corn, grapes, fish, native crafts, medicinal herbs.

Kislovan: The adhiel of Kislovan are proud warriors on horseback with an ancient ancestry leading back to the beginning of time. Kislovan has frequently given rise to the leaders of the Seven Isles. The humans in Kislovan often feel treated as secondary citizens by the arrogant elves, which has led to a degree of resentment and even rebellion. The Northern isles of Kislovan, mountain country, harbor many of these rebels. It is rumoured they were previously supported by pirates and smugglers. Others saw the far reaching arm of World's Mouth. Since the shutdown of the operations in Nether's Gate (Western Kingdom)  the rebels have kept a low profile but have not disappeared.
Current ruler:

Nipponar: At one time, the landscape of Nipponar contained rolling pastures with soft bubbling streams, and endless meadows with flowers to cover the burrows of the gnomes. Unfortunately, it was all laid bare by the feeding frenzy of the demons during the capture of the Dark Prince in the Great Battle. Those few gnomes that survived are trying to refertilize their beloved isle with the help of the scouts and rangers of the Caesar. This is a desolate country with no great settlements, just ruins. Many gnomes have relocated elsewhere.

Trothgard: Surrounded by glacial fords and mountains of ice and snow, this is the northern most settlement of the Empire. This area is not a true isle, but a peninsula created by a huge polar continent. Regardless of this fact, the small inhabited region still bears the title, The Northern Isle. To those hearty souls that brave the wind-swept tundra, however, the land is known as Trothgard.
Experts: fur, crystals, gems

Sierra: A rainforested island which has little to do with the other realms of the Seven Isles due to its economic insignificance. The deep jungle is mostly uninhabited with the exception of the town of Réalt. It was for this reason that 10 yahren ago the University of Magick arrived unexpectedly, moving there from the Citadel and the growing dark influences.
Traditionally Sierra does not export, but a Dort colony is attempting to have coffee plantations.


Last edited by Maeve on Sun Oct 23, 2016 5:31 pm; edited 2 times in total
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Re: Tazlure: what does it look like

Post by Maeve on Sun Oct 23, 2016 4:46 pm

The City Nation of World's Mouth

Rulers: the Magisters
Allies: Mach Mellin, Empire of Seven Isles
Trade agreements: Dragonskeep, Sabata, Roque d'Ancourt, Kaza Rhun

Until the end of Samheen 1224 the Mouth was a part of the Western Kingdom and its history was therefore bound up with the history of the Western Kingdom. Now, however, it is a free city-state. Its history is characterised by the gradual rise to power of the merchant classes at the expense of the nobility.

World's Mouth is a traditional, human location which knows great prejudge towards other races, especially adhiel and achadhiel who are dismissed as dangerous and lazy pagans. Racism is rife. Only dwarves know a measure of respect, presumably because of the tradecontacts with Kaza Rhun. It's religion is that of Dominucs, which is promoted by the religious group Prodesse and their legion the Purificatio.

World's Mouth is ruled by the merchant patricians who form the ninety members strong council, led by the 9 Magisters. In recent years new families have risen, not always through clean means. Criminal activities are still rife, though previous gangs have been cleaned out, and indentured slavery of non-human subjects is not unheard of, feeding the hungry industry. Houses like Lo Russo, Constanza, Heugotte, Neuvelet, Indigo and Alvero are strong factions on the council.

World's Mouth is famous for its application of engineering and magick, creating such feats as airships and the use of black powder.
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Re: Tazlure: what does it look like

Post by Maeve on Sun Oct 23, 2016 5:07 pm

The Western Kingdom

Ruler: King Balthasar II
Regent: Cardinal Demetrion
Allies: None, though a paper thin peace has returned to its own estates and the borders
Trade Agreements: World's Mouth, Empire of Seven Isles, Sabata
This country adheres to the one god Dominicus, but is of a less strict faith than World's Mouth. The King is seen as divine, and head of the church, a fact not recognized by World's mouth.

After the devestating loss of first World's Mouth and then Mach Mellin, and the death of King Balthasar, the Western Kingdom threatened to implode, with other larger cities and border estates threatening to declare independance as well.

It was through sheer force of will that Regent Demetrion managed to have young prince declared the official heir, and crowned him King  Balthasar II. The next move was a set of punitive expeditions to Nether's Gate, this time with cooperation of World's Mouth for the city state was suffering unacceptable financial losses, to put an end to piracy and smuggling from that part of the unruly county.

Next where the long and tedious peace negotiations with T'aquar, who refused to acknowledge the young ruler as offspring of their princess, though he was clearly achadhiel. Relations have improved but are still considered icy, even after repairment payments were made. Adhiel have long memories.

Recently there are incursions from Les Bois Nore by Orcish tribes, who have begun to sound war drums.

Cities and Estates of the Western Kingdom:

  • Roque d' Ancourt (exports: Oranges, tangerines, honey, wine (Roque Red, Cliff White))
  • The Border Estates: Pax Balthasar, Murrelbuck, Dragonskeep (exports: Ore, Wool, Cheese (goat), Furs, Stone, Metal works, Wilderness Scouts/Guides, Peaches, Peppers)
  • Megapolis
  • God's Isle
  • Nether's Gate
  • Brie
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