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6/10/2025, 6:11:08 AM
>>95835523
(2/3) Neutrals
LN is across a huge bay from CG, and in contrast to the former's bright shining energy this one is humid and carved into the blue-grey cliffs. It has the best accountants, historians, shipwrights and non-dwarven stonecarvers. Their military is very slow, prioritizing defensive tactics (to ensure the stores of knowledge are kept preserved) and heavy armor. Their tacticians overemphasize the use of old records to debate strategy and tactics, making any orders and plans sluggish to be decided upon. To live or work there, or sail on one of their ships has the requirement of being part of the guard. This is very greek-inspired, with viking and germanic touches. Big chunky plate armor, shortsword and a big shield.
TN is isolated to the point of being a spot that is used as a pilgrimage and a good-luck detour. It's primarily land-accessed as the seas are rough and the coasts rocky between it and the rest of the known world. It's the furthest south, in the center of the tropics. Everything is built huge and stout, "earthquake baroque" style (but turned up to 11). There's a rumor that this was a halfling city at one point, but that's unconfirmed. One of the quieter cities. Off the coast of it is an island upon which is a monastery and castle, with a megadungeon extending below its basement. This is lightly filipino with western-fantasy-viewed-by-japanese elements. The "assumed start" and being neutral means it's an excuse to be not that extreme, while being a somewhat-quiet "meeting of anyone from around the world."
CN is more a federation of a LOT of small settlements across a wide flatland that touches the hilly end of a mountain range. Lots of fighting for fun, singing and drinking in many of the towns. Between them wander shamans and druids. Self-sufficiency is required of outsiders, but most travellers will be able to compensate for it with coin. A weird fusion of appalacia, irish, welsh, scottish and native american elements.
(2/3) Neutrals
LN is across a huge bay from CG, and in contrast to the former's bright shining energy this one is humid and carved into the blue-grey cliffs. It has the best accountants, historians, shipwrights and non-dwarven stonecarvers. Their military is very slow, prioritizing defensive tactics (to ensure the stores of knowledge are kept preserved) and heavy armor. Their tacticians overemphasize the use of old records to debate strategy and tactics, making any orders and plans sluggish to be decided upon. To live or work there, or sail on one of their ships has the requirement of being part of the guard. This is very greek-inspired, with viking and germanic touches. Big chunky plate armor, shortsword and a big shield.
TN is isolated to the point of being a spot that is used as a pilgrimage and a good-luck detour. It's primarily land-accessed as the seas are rough and the coasts rocky between it and the rest of the known world. It's the furthest south, in the center of the tropics. Everything is built huge and stout, "earthquake baroque" style (but turned up to 11). There's a rumor that this was a halfling city at one point, but that's unconfirmed. One of the quieter cities. Off the coast of it is an island upon which is a monastery and castle, with a megadungeon extending below its basement. This is lightly filipino with western-fantasy-viewed-by-japanese elements. The "assumed start" and being neutral means it's an excuse to be not that extreme, while being a somewhat-quiet "meeting of anyone from around the world."
CN is more a federation of a LOT of small settlements across a wide flatland that touches the hilly end of a mountain range. Lots of fighting for fun, singing and drinking in many of the towns. Between them wander shamans and druids. Self-sufficiency is required of outsiders, but most travellers will be able to compensate for it with coin. A weird fusion of appalacia, irish, welsh, scottish and native american elements.
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