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- Veska is a very ocean-based world, with a massive amount of water dividing each country into isles. Most isles only carry a single country. Very few countries are really all that large compared to the size of countries we get on earth, with the largest isle being the size of Australia alone.
- As far as tech goes main deal is pretty much oil lamps for lighting and caravans for transportation. The ships traveling from isle to isle are flagships that are carried by sails and wind alone.
- Seeing how there's a LOT of singular isles I'm going to just list the most important ones. I will try to pretty much encyclopedia the shit out of this but if none of the mentioned isles below suit your fancy by all means feel free to talk to the DM about making one.
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- The Promised Land/Llyne
- The Promised land is a large isle that the Church uses as their main base of operations. The Holy City itself is quite possibly one of the safest place a man can live in Veska, with either the holy Church or the Shadow Hunters quickly able to dispatch of any beast that happens to somehow claw its way into the place. Llyne is easily the strongest nation in all of Veska, as the Church's influence and faith spreads to each and every island.
- While Llyne's city is well-defended, other towns within Llyne aren't so fortunate. Beasts can still be found prowling through the rural areas, and while the Shadow Hunters offer plenty of defense against the fiends, they can still sometimes manage to become a serious problem.
- Llyne overall is a temperate place. Most of the forests have been clear cut in favour of establishing small rural farming towns. Llyne itself is situated near the center, carefully constructed into the side of a large mountain called God's Finger.
- The Ruler of Llyne itself is Allfather Warren Kemp
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- Kilmarn
- Kilmarn is a relatively large isle that most Shadow Hunters call home. The largest congregation of Shadow Hunters can be found here in Tregaron, where they train and ready new recruits for the outside world.
- Despite being a big base of operations for the Shadow Hunters, Kilmarn is still very susceptible to the fiendish curse -- something that the Shadow Hunters are pleased with, as it allows for them to properly break their recruits in. Most of Kilmarn consists of clear cut forests and rolling hills near the north, eventually flattening out into a great plain that ends with the coastline desert.
- Kilmarn's government is a parliamentary system, with a group of senators advising a single prime minister.
- Tregaron: Tregaron is the capital city of Kilmarn, as well as the one that houses the guild headquarters of the Shadow Hunters.
- Being the largest city on the isle, Tregaron itself is an extremely well-defended city with an equally high as hell living costs, as its inhabitants are relatively rich due to the heavy amounts of protection they gain from the Shadow Hunters calling Tregaron home. Your character happens to be one of the fresh recruits from here!
- Hunter's Reef: A port town that most of the Shadow Hunters use at the coastline desert for transporting outside of Kilmarn. Hunter's Reef is found within the Coastline desert, and is pretty much the only form of civilization one can find for miles within the desert. Beasts aren't really a problem at the reef.
- Many consider the leader of Kilmarn to be Guildmaster Garland Rye; the current head of the Shadow hunter's guild situated there. The actual head/President of Kilmarn is Arnold Kinsley.
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- Lyranova
- Probably the largest isle found in all of Veska, yet also easily one of the most sensitive. Most of Lyranova's big inhabitants prefer to live on the smaller isles found nearby the mainland, as it's a lot more temperate due south. Far north, on the other hand, is a tundra that expands out into a gigantic ice cap. Between that and the brusque natives, nobody really cares for living there. Lyranova is, for the most part, an isle used to throw exiles onto(often called a 'death sentence' due to the harsh nature of the environment.)
- The natives are the main reason why it's so hard to live in Lyranova, simply because they refuse to accept the customs of outsiders. As a result, they're VERY susceptible to the beast curse, and cause all sorts of problems nearby the few established bits of civilization.
- there are four small isles; Cairnholm and Dead Man's Reef. The other two remain unexplored.
- Cairnholm: Perhaps the safest isle can be found a bit far south of Lyranova, and is incredibly small compared to the other isles. Overall, Cairnholme is pretty much just a single tiny settlement started by colonists from Llyne, lead by Father and Shadow Hunter Todd.
- Dead Man's Reef: A very unpleasant place that gets its name from the mass ship graveyard that can be found nearby the southern edge of the isle. Dead Man's Reef is uninhabited as far as most know.
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- Marei
- The isle of Marei is a very, very mountainous one, and likewise a very dangerous one. The inhabitants of this isle make their homes found deep within the heart of the mountains, with pathways etched deep into the cliff sides. They make good use of their natural resources here, mining deep into the mountains and even constructing small communities around said mines.
- Unfortunately, the curse of the beast hit Marei quite hard, and still to this day is a serious problem found within the mountains.
- The leader of Marei is Milan Romanov.
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- Chain of Fire
- The Chain of Fire can be found nearby the center of the world, and gets its name for being a small series of isles and islets that form an S shaped line along the equator, as well as the volcanic activity that can be found on most of the isles.
- Kalni: Kalni is the main isle found in the chain of fire, and is actually quite large in size! Kalni is a relatively pleasant place to be, and is inhabited by colonists from both Llyne and Kilmarn, as well as the natives that call the tropical forest their homes. The natives are fortunately accepting of the colonists, but that does not mean there is a cultural divide among the two. Kalni is known for its vast amounts of large fauna living within the wood; so large that they actually cause almost the same amount of trouble as the beasts do, were it not for the fact that fauna can be cursed as well.
- In the heart of Kalni is a massive volcano that the natives have built their entire civilization around. The colonists live their lives around the beach instead, where they've constructed several port towns.
- Leader of the Kalni tribe is lead by Chief Wohali. The head of the Llyne colonists is Father Baldwin
- Starfish Key: Receives its name from vague star shape it has, along with the large sinkhole found in the center. The atoll is probably one of the few places in Veska that many consider to be a paradise on earth, with several tourists stopping by to catch unique fish from the sinkhole. It is found nearby the cost of Kalni, and is mostly governed by Father Baldwin. Starfish Key also possesses unique alchemical ingredients that would otherwise be impossible to reach without special equipment.
- Dragonmaw Peak: A single isle that's no longer populated, as every other nation prefers not to really bother with attempting colonization, and the natives died in a massive eruption about 20 years back. The natives of Khalni claim that the heart of their volcano contains a great beast; a dragon. Whatever the case, when the peak went off 20 years ago, it went OFF. The massive explosion sent off tons of debris in the world, and the sound was so great that it ruptured the eardrums of nearby sailors. (and the natives that called Dragonmaw their home.) The magma flooded their home and buried them in tons of molten rock. theee end.
- Tu-Ari/Rainbow Rock: Aptly named due to the various springs found boiling upon a large, dormant shield volcano. The springs found here are known for having a large collection of minerals, causing them to sparkle a variety of different colours. Tu-Ari's natives were unfortunately wiped out by the vast amount of beasts that eventually overran the place. Fortunately, Shadow Hunters managed to drive them out enough, allowing for colonists from Amara to spread their roots here.
- Tu-Ari is lead by Shadow Hunter Shenjiro
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- Amara
- One of the larger isles found in the far east of Veska. Amara is home to one of the few remaining civilizations; the Amarans. In an ironic twist of fate, the beast curse actually benefited them in a way, as the fiends spread to their neighboring and rival isle of Xanthos, which was subsequently destroyed as a result. Amara is a varied isle, consisting primarily of rocky plains and wide valleys/rivers.
- In the heart of Amara is Chang, its capital.
- Chang: Chang is often seen as one of the most beautiful places in the world, yet also maintains one of the heftiest populations. It's a large, sprawling city situated in the middle of a massive lake, nestled against a pair of large mountains with several terraces leading upwards to a single palace.
- The leaders of Amara is found in Chang; Emperor Zuo Chai and Empress Yin Sui.
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- Xanthos/Angjin
- Xanthos is a smaller neighboring isle found nearby Amara. The country once carried one of the leading civilizations of the world, before the Occultists began their horrible ritual and released hell upon its inhabitants. Within three days, the Xanthian civilization was wiped off the map. The few survivors escaped by boat.
- As years passed, Amara eventually took advantage of Xanthos' emptiness and claimed it for themselves, colonizing the isle and renaming it to Angjin after the quelling of the beast population. The few survivors of the massacre can still be found in little parts of this world, but are a dead civilization.
- A majority of Xanthos is a swamp. As one treads deeper into the isle, though, the swamp begins to get a bit...mucky. The occultist's ritual essentially left a scar upon the isle itself, causing a corrupting effect within the soils.
- The colonists make their home in a town named after the isle, located on the edge of the swamps.
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