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dar Origo Liber Being a Dissertation on the Five Kingdoms, the Peoples of Vermé
Civilization entries: It is important to note that not all the villages and cities discussed in the following sections will belong to a specified kingdom. It should also be noted that where a settlement lies outside the borders of a defined kingdom, neighboring kingdoms are likely fighting to control those lands, resulting in many border disputes, and open battle from time to time.
For additional information on the terms and concepts presented here, GM's are encouraged to consult Gary Gygax's Nation Builder, by Michael Varhola, or similar texts.
Note: The linked graphics contained on this page are very large, and may load slowly depending on the speed of your internet connection.
The description of each locale is preceded by a data set which will include the following information; Population, Ethnic basis, Economic basis, Alignment basis, Government basis.
The Five KingdomsThe Ruling FamiliesThere are five principal kingdoms which dominate the political and economic landscape upon the continent;
The Conuonuc rok'Gurcenou itself is an ordered House of Representatives, populated by one elected member from each community with greater than 1,000 persons. Though many of the elected officials attain their positions through less than honest means.
The Proteskian house of the Wind Lords have dominated the ruling family here for hundreds of generations. The Wind Lords themselves are not so much a family as they are an affiliation, or brotherhood, of like-minded individuals who pay homage to the cold east winds which blow unceasingly across the frozen landscape which surrounds the city of Protesk.
The Mundilfaris pay heavy tithes to the Omanthridian lords, which is in-turn passed on to the the citizens of the western Southern Continent. These fees take the forms of taxes on nearly every transaction, whether cash or bartered.
The Rastsch family has ruled Bodibeve and the surrounding lands for many generations. It is in fact their House which established the contemporary forces of arms from which paladins are selected, and is their morality which has become the hallmark of the holy warrior.
These lands include several regions between the Five Kingdoms which remain in dispute between families, and a as result, remain under a constant threat of war.
Not all of the cities, towns, villages, etc. will have maps available for them. But those that are available will be provided here. City maps tend to be generalizations of street and building layout, without to attention to deep levels of detail. GM's are encouraged to develop the details for each community to suit their game's particular needs.
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| Community | Population | Ethnicity [2] | Economy | Alignment [3] | Government | |
| Aceta | ||||||
| Acmon | ||||||
| Argus | ||||||
| Arisbe | ||||||
| Aristippe | ||||||
| Arsip Keep | 1,500 | (<2% HE, <2% HO, ≈98% Hu) | Territorial taxation [4] | Neutral | Men-at-arms | |
| Berth | ||||||
| Bitstream | ||||||
| Bitter Root | ||||||
| Cordax | ||||||
| Imperium Vallis* | ||||||
| Loxyan Keep | ||||||
| Merthyr | ||||||
| Onastat | ||||||
| Simeraun | ||||||
| Speo | ||||||
| Topica | ||||||
| Village of the Damned | ||||||
| Yarspin |
*Seat of power/capitol city
[1] This table lists only those communities that appear on the official Usherwood Adventures maps. Official modules, and your specific game may include additional community listings.
[2] D=dwarf, DH=dragon hordling, E=elf, G=gnome, Ha=halfling, HE=half-elf, HO=half-orc, Hu=human, S=sarngoch, %=amount of population.
[3] Alignments in all communities will vary, dependant upon circumstance; the alignment listed is the most typical of the average citizen.
[4] Keeps will not have a form of self-sustaining economy as they are primarily a castle that houses men-at-arms (generally lead by a captain/marshall/steward or similar military commander). The economy required to maintain such communities will be by the taxation of the citizens and travellers. Keeps will always have a central castle with defensive fortifications, with the bulk of the populace in low to middle class dwellings outside the walls.
The Kingdom of Maphan is a sparsely-populated region, with only the large city-state of Protesk, and the smaller but still powerful port city of Ponni enjoying any long term success.
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One of the oldest lived kingdoms on the Verméan continent, is the Rastschian Kingdom, which traces its familial roots very nearly to the time of the First Dragon War. And though not large in terms of population, the kingdom is steeped in traditions handed down from generation to generation.
Bodibeve
POPULATION: Metropolis
ETHNIC BASIS: Human
ECONOMIC BASIS: Mercantilism
ALIGNMENT BASIS: Lawful Good
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Bodibeve is the unquestioned seat of power for the Rastschian Kingdom. It origins can be traced back to the time of the First Dragon War, when the city was built by followers of Avitori, and would later serve as the birthplace of the Order of Paladins.
Presided over by the Rastsch family for the past several generations, the community is, for all its piety, ruthlessly intolerant of any outside influences that would contradict the teaching of Avitori, or of any of the deity of the School of Lawful Good.
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Though its lands fall under the glove of the Rastschians, Letard Village governs the Letard Archipelago nearly autonomously. The village is a large community for its economic basis, and the people there pride themselves on "thumbing their noses" at the pious kings, priests, and paladins of Bodibeve. However, the Letardians also know a good thing when they see it. The Archipelago is a strategic location from which Bodibeve protects itself from potential water-borne attacks. In exchange for the use of the Archipelago to provide safe harbor, the Bodibevian navy provides an excellent customer-base for its fishermen and farmers.
Olphinecta
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Urpant
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Wredech
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Wrguist
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The vast majority of the territories upon the Verméan continent fall within those lands which are not governed by any of the five kingdoms. However, in several areas are lands of disputed claim and the kingdoms, working ever to expand their reach and thereby their power, and encroach on the lands of the ungoverned peoples.
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As is mentioned elsewhere, the Omanthrid Guilds is ruled and run by a collection of thieves' and assassins' guilds; bound together through the promice of profit and power. In all, throughout the Omanthrid Archipelago, there are thousands of guilds. Most of these number a score or two members, with some having as many as 100 members. But within the city of Omanthrid itself, only the strongest are able to attain power — and hold on to it — for any appreciable length of time. The controlling guilds located in the city are;
| Guild | Membership | Notes |
| Cunacenni | ||
| Omanthrid Masters Guild | ||
| Manthyskeruxa Mandrosbrima | ||
| Mar'quagigoun | ||
| Rasan'amar | ||
| The Severin 10,000 | ||
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Power generally osscillates between these guilds in paticular, depending on the strength and influence of current leadership.