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Wiscouth [Regions]; Area descriptions
Topic Started: Mar 12 2018, 10:38 PM (135 Views)
War

Wiscouth regions
There are six known primary regions in Wiscouth; The Great Desert, The Marshland, Elohino’s Spine, The Ancient Green, The Sacred Tree and Elohino’s Craddle. The latter being the only stable and hospitable ground for people to settle.



The Great Desert
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Is a vast and dangerous desert where the heat will scorched anyone who is not prepared. It is primarily inhabitated by desert dwelling beasts or monsters as well as nomadic demonspawns. The Great Desert is said to be quite rich in precious minerals.

The Marshland
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Is a low wetland shrouded with fogs and constant rain. The Marshland is filled with deadly amphibious creatures as well as foul denizens of the swamp. Rumor has it, that several places within the Marshland is haunted.

Elohino’s Spine
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Legend has it, that this mountain formation is part of Elohino’s ancient bones. Whether this legend is true or not, none has managed to confirm it. The place is cold and unforgiving, while the slopes are hard to climb. Icy beasts and monsters roam the land. Most rivers in Elohino’s Craddle came from this place.

The Ancient Green
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Is the most ancient jungle in all Wiscouth. Deadly predators stalk their prey daily, and one mistake means any traveler could end up as the next meal. The jungle is filled with valuable herbs and plants with healing properties, as well as others with deadly properties. The Sacred Tree is located within this place.

The Sacred Tree
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This is where Root Tree gatherings takes place annually. The tree radiates mystical aura and higly revered by the people of Wiscouth. The tree is heavily defended. Squads of trained coalition rangers patrol the vicinity with experienced druids maintain its magical defenses.
Note:The tree accessible annually, and only with expressed permission from the coalition. The Root Tree gathering usually off-limits to outsiders. You need SubNarrator approval to use the Sacred Tree. Visitors can still pray from distance.

Elohino’s Craddle
The craddle is a vast and relatively safe grassplains and hills. The three Wiscouth main settlements are located here. It shares border with all other regions as well as the edge of the continent. A pristine lake lies between the craddle and the edge of the continent.

Kokoto
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Is a humble settlement sharing its border with The Ancient Green and Elohino’s Spine. Most of its people lead a hunting and gathering lifestyle, though some also plant crops. The liberal Omahkapi’si has many supporters within this settlement.

Port Tanzia
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Is a port settlement of Wiscouth, sharing its border with The Marshland. It is a rather simple port town, but enough to accomodate one or two visiting airship. The people are skilled fishermen and sails the nearby lake to catch their bounty. Though the city has a fair share of liberals and conservatives, the number of moderate Populist supporters is on the rise.

Al Wahah
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Lies at the edge of the Craddle, just before The Great Desert. The settlement possess many watch towers and ballistas to defend themselves from great beasts of The Great Desert. The people keeps herds of livestock animals such as llamas, camels, sheeps and goats. The people are mainly conservative supporters.
Edited by War, Jul 2 2018, 12:04 PM.
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War


When running a session in Wiscouth, make sure you stay aligned with the theme and keep it non-influential, non-fixed, blur, and claiming no hyperlative/superlative matters. Avoid making changes to the prominent landmark/settlements. If you wish to create something with greater impact or influence, consult with the SubNarrator.

Common threats in Wiscouth:
-Rampaging beasts or monsters.
-Occasional demonspawn race activity, such as orcs, goblins, gnolls and the like.

The people and outsiders:
Conservatives tend to be wary of outsiders. They can be quite suspicious of people who shown visible fiendish or demonspawn traits (tieflings, half-orcs). If their suspicion to a visitor/outsider is proven, they often resort to forceful eviction, if not, they simply distance themselves.

Liberals can be quite welcoming to outsiders and sometimes even to tieflings or half-orcs. They believe that information from the outside world can be beneficial for the society. However, they are the quickest to anger compared to conservatives and moderates.

The Moderates are quite neutral when dealing with outsiders. They will try to listen first before making assumption.
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Wiscouth Defenses

The Rangers of Wiscouth
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Numerous rangers from all over Wiscouth are ready to be called anytime during emergency. The biggest contributor of rangers is the Omahkapi’si and the Populist. With Populist rangers more specialized in ranged combat than Omahkapi’si rangers.
Fighters, Rogues and Barbarians who specialize in surviving in the wilderness often received honorary ‘ranger’ title. As such, they are often stationed among Ranger squads, adding versatility into each squad.

Druid Circles
There are many druid circles within Wiscouth and almost all of them sends their representatives to the annual Root Gathering at the Sacred Tree. Druid view points on how to protect Elohino vary from one circle to another. The Conservative (Elohino’s Grove) is the biggest contributor of Druid populations.

Hunter’s Guild
Each major settlement in Wiscouth has a guild hall where Hunter’s Association resides. The purpose of these organization is to manage and regulate hunters, be it from Wiscouth or foreign hunters. Every week, the guild received request to deal with monster threats, be it from merchants, settlers and other groups. Hunters need only to register themselves once in any Hunter’s Association guild hall and they can participate in monster hunting from then on.
Sanctioned hunts usually that which needed to balance the ecosystem or safeguard innocent lives and civilization. Hunt quest that disturb the balance of Elohino is forbidden.

DM Note:
A DM can create Guild Girl/Boy or any other type of Guild Contact who dispense quests. Quests must follow Wiscouth guidelines as usual. The payment depends on each DM, but usually the amount is ten times the monster CR in silver pieces. For example a Worg with CR1 worth 10 silver pieces or 1 gold piece. The DM may add a few more (reasonable) pieces depending on the performance of the hunters. Payment distribution among the participants is up to the party in question.
Edited by War, Apr 12 2018, 11:22 AM.
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