Creative Exercise--Aleasana

BTW, based on Mike DF's post, dragons in Aleasana will have a hatred for most constructs as well, especially golems, who are animated through binding earth or (in the case of nimblewrights) water elementals to the construct. hrm...
 

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The Juni worship a variety of spirits, such as the Dreaming Dragon they feel is the creator of the world, the Desert Cactus Flower, the Spider, and the Sand Tiger. These are what they organize their age bands around.
 


Thread goes bump.

I wonder if it's gotten too complicated-seeming for most folks now, seeing as so few of us are actually continuing this? That's odd.
 


Well, it is complicated. The occasional summary is somewhat helpful, if brief. Just throwing out ideas, but maybe an index. Say divided up by category, and then what posts it's mentioned in. Like, say Dragons, Post #xxy or whatever. Or, is it possible to link to specific posts? Then just have the index numbers be hypertext (Correct word?) Not that I'm trying to volunteer anyone. Been thinking of trying it myself, but I'm kind of intimidated.

And now...ontopic...

Some distance off the western coast is the Isle of Horn'ent, an island nation ruled by mages. They have set up several magical gateways in the capital city of High Towers, making it a trade hub, connecting places and goods that otherwise would be impossible.

On the western coast of Aleasana is the city of Arber, a colony they set up with the Aleasanan monarchy's blessing (after providing a suitable bribe of course). This port city, ruled by an appointed Magus Governor, is their trade link to Aleasana, and Aleasana's link to some of the world outside its borders. A wide variety of goods change hands here-legal and illegal.

Trade has decreased steadily since the Deadly Voices, leaving this formerly bustling trade city a mere ghost of its former self. Trade is picking up now, primarily of arms and mercenaries and sellswords from dozens of nations or peoples. It has become something of an armed camp, a barracks city full of swords for hire, assorted hangers on, and those selling to or purchasing the services of same.

Though several mercenary bands have passed through, not all are after money. A new wrinkle is presented by several nobles or free company leaders have pledged fealty to various claimants to the throne in a more permanent arrangement. These men and women have been promised postitions, titles, and land grants when their new liege takes power, whether as a whole, or simply in individual conquests in lieu of the standard pile of gold and loot (Though they get some of that to.) Likely, these boons will be the result of sudden vacancies left as a result of various aristocrats backing the wrong horse.

These new underlings are looking for more than just immediate riches, and the various factions kill several birds with one stone- less money paid to sellswords, a punishment to those with misguided loyalty, and able people to fill, uh, sudden vacancies caused by the vagaries of war.
 

Mike D F said:
Some distance off the western coast is the Isle of Horn'ent, an island nation ruled by mages. They have set up several magical gateways in the capital city of High Towers, making it a trade hub, connecting places and goods that otherwise would be impossible.

On the western coast of Aleasana is the city of Arber, a colony they set up with the Aleasanan monarchy's blessing (after providing a suitable bribe of course). This port city, ruled by an appointed Magus Governor, is their trade link to Aleasana, and Aleasana's link to some of the world outside its borders. A wide variety of goods change hands here-legal and illegal.

Mike... this contradicts previous posts which state that the western edge of Aleasana meets the Faegrim (forests, marsh coastline that become innumerable islands). Basically, there is no western coast of Aleasana. However, there is an eastern coast and this island could go there.

Another option would be to place the island off the western coast of the plains south of Aleasana. There isn't much there now, but the city of Arber would likely have been overun by Lizardfolk and/or Halfling Nomads by now...

Hmmm... this presents an interesting problem. I suppose you could also place it on the northwest corner of Aleasana where the Faegrim doesn't reach and there might be some form of craggy and desolate coastline for Arber.

--sam
 

Yeah, I recall the Faegrim being to the southwest. I figured the Island would be north of that. And it's not exactly just off the coast as the various archipelegoes are. I figure it's a bit further out. Trade involves a sea voyage, but not a too too long one.

As to being overrun, it is owned by a magocracy. So figure they have magical firepower and defenses. And right now its full to the brim with mercs.

Edit: Checked out the map. I remembered wrong. The faegrim is larger than I figured. So either northwest, west of the Faegrim, or its in the other sea.

I'm definately going to have to put together an index.

Edit 2: Is there a character limit to a single post? If so, I'll have to break it up. Likely by category.
 
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Index

And now presenting the Aleasana index. I'm breaking it up by category. Numbers below refer to what post it is. The standard viewing format is 40 posts per page. I'll present it now as incomplete, and edit it as I go. Also, if someone tells me how to link to specific posts (if possible) I'll do that. Then it'll be much easier.

So, Page 1: Posts 1-40 Complete
Page 2: Posts 41-80 Complete
Page 3: Posts 81-120
Page 4: Posts 121-160
Page 5: Posts 160-200
Page 6: Posts 201-240
Page 7: Posts 241-280

Maps: Posts x

Locations

Aleasana (General): Posts 1-3, 14, 20, 37, 52
Cities
Amerah: Post 10
Altania: Post 5
Barizar: 36
Cassant: Post 2-3, 8,
Cazar: Post 9, 13
Dromas: 17
Gow'Klas: 49
Hangende: 52, 61
Kendra: 62
Lugan: 29
Travask: 18
Twin Cities of Karina: 23
Volg: 73, Kurtsberg Castle 73
Rivers
Langerford: 52

Eastern Coast: 52

Faegrim: 39

Grasslands: 21

Guardian of the North: 29

Olden Archipelego: 24

Olden Sea: 24

Sun's Anvil Desert: 19

North: 65

Unnamed Swamps: 45

Ur-Sai: 22

Races/Creatures

Bodai/Halflings: 21, 23, 24, 25, 45, 69
Dragons: 16, 45, 62
Dvergar/Dwarves (General): Post 3, 25, 33, 40
Faerie/Fae/Fey: 27, 39, 45
Formor: 51
Isslen/Lizardfolk: 45
Juni/Pygmies/Gnomes: 19, 24, 25, 66, 67, 69
Northerners: 24, 25, 65, 77
Shay/Elves: 25, 34, 40, 51
Tuatha/Elves: 76
Urukh/Half-Orcs: Post 6, 22, 25

Organizations

Black Fist Brotherhood/Black Brothers: Post 6, 22, 35
Council of Elements: 16, 62
Order of Ghost Warriors: 34
Storm Crows: Post 4
Vermillion Lotus Society: 36

People

Alshoon (Former Ruler of Kendra): 62
Bishnagar: 41, 42, 62
Broken Stone (Lord of Travask): 18
Kohemet: 70, 72
Kulkrik Ironclaw: Post 4
Larisa (High Enchantress of Altania): Post 5
Olshek Travain (Ruler of Volg): 73
Neroshimon: Post 9, 13
Nithus (Lord of Cazar): Post 9, 13
Ralin Valeris: Posts 2
Sergis Sahn: 69, 70

Religion/Deities

Aleasanan
Dar: 31

Dvergar
Koschei the Deathless: 33

Juni: 66

Urukh
Way of the Black Road/Five Pillars of Truth:Post 6

Politics/Current Events

Aleasana(General): Posts 1-3
Altania: Post 5, 17
Arcane Spellcasters: Post 5
Cassant: Posts 2-3
Dromas: 17
Juni: 19,
Travask: 18

Bodai: 69

Black Brotherhood: 22

Dragon: 41, 62

Juni: 69

Shay: 76

Tuatha: 76

Ur-Sai: 22

History

Aleasana
Landfall: 24, 52
War of Deadly Voices: Post 7, 29, 31

Dvergar: 40

Shay: 40, 51

Miscellania

Crime: 36
Drakemarks: 41, 42, 48, 62
Iron: Post 8, 27, 33
Mountain Growth: 38
Magic: 27

Gotta go, but here's a start.
 
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