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General Tabletop Discussion
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Sins of the Scorpion Age, Sword and Sorcery Campaign Setting
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<blockquote data-quote="Steampunkette" data-source="post: 8344757" data-attributes="member: 6796468"><p>Expanding on these with the new information we've put together in the past couple days:</p><p></p><p>Grisia: Herdsfolk in the grasslands in the shadow of the massive Mountains of Qulha, the people of Grisia have lush and ample fields of millet, wetlands near the lake of Ogdai where waterfowl and fish are in ample supply, and are greatly protected by the Grisian Forest that stretches from the expanding desert to the mountains of Neasc.</p><p></p><p>Imba: In the Northern reaches of the Opal Savannah is Imba, a collection of villages built closely together, each with their own center and family-centric community, which band together in times of need. Largely independent, otherwise, each village sends a representative to a communal council.</p><p></p><p>Isles of Myr: The peoples of the Myr Isles are similar in many ways, but each hold to their own unique customs. Tattooing in black ink and broad patterns is quite common, as are fishing in small rafts and boats near to shore. While much of what they eat is fish and crab, their diet is not lacking, and their reed homes often ring out with the screams of pigs or the final calls of chicken. </p><p></p><p>Kyran: Trade Hub city of the Horselords, named after the Kyrani, the largest remaining tribe who use it as their seat of power. Built as a series of expanding rings which all share a point in the Main Square before the Great Hall of the Horselords, which bears the symbols and flags of each of the fifteen tribes.</p><p></p><p>Neasc: Within the shadows of the Karepathos mountains and beneath the towering Redwood trees, Neasc is home to strange men of deep superstitions. They fear outsiders, greatly, and challenge any who disturb their isolation within the forest. Even those of the various outlying villages are questioned and challenged when they arrive for trade.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8344757, member: 6796468"] Expanding on these with the new information we've put together in the past couple days: Grisia: Herdsfolk in the grasslands in the shadow of the massive Mountains of Qulha, the people of Grisia have lush and ample fields of millet, wetlands near the lake of Ogdai where waterfowl and fish are in ample supply, and are greatly protected by the Grisian Forest that stretches from the expanding desert to the mountains of Neasc. Imba: In the Northern reaches of the Opal Savannah is Imba, a collection of villages built closely together, each with their own center and family-centric community, which band together in times of need. Largely independent, otherwise, each village sends a representative to a communal council. Isles of Myr: The peoples of the Myr Isles are similar in many ways, but each hold to their own unique customs. Tattooing in black ink and broad patterns is quite common, as are fishing in small rafts and boats near to shore. While much of what they eat is fish and crab, their diet is not lacking, and their reed homes often ring out with the screams of pigs or the final calls of chicken. Kyran: Trade Hub city of the Horselords, named after the Kyrani, the largest remaining tribe who use it as their seat of power. Built as a series of expanding rings which all share a point in the Main Square before the Great Hall of the Horselords, which bears the symbols and flags of each of the fifteen tribes. Neasc: Within the shadows of the Karepathos mountains and beneath the towering Redwood trees, Neasc is home to strange men of deep superstitions. They fear outsiders, greatly, and challenge any who disturb their isolation within the forest. Even those of the various outlying villages are questioned and challenged when they arrive for trade. [/QUOTE]
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