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Game Premise

The winds of Tollanara are beginning to stir with change...

Tollanara has always been a land made up of unique communities from territories (called cantrevs) that can be vastly different in terms of population, wealth, production, climate, and governance. One thing that has always bound each cantrev together, however, is the loyalty of each cantrev's leader to the High King.

The cantrev leaders (usually calling themselves kings, though always subject kings) rule their territories from citadels, fortresses, or castles called Caers. The towns or cities that have built up around these Caers are included in the place name. (For example, Caer Arlos is the name of the castle in which the king of Arlos operates, but Caer Arlos is also the name for the entire city that sprawls around the castle itself. )

Some of these subject kings remain in their cantrevs governing their lands year round, but many now have residences in the metropolitan city-state of Caer Athaund where they form the core of the city's noble class and serve the High King directly, visiting their own territories only once or twice per year and leaving stewards to the business of local governance.

It has been nearly fifteen hundred years since Tollanara's kings (once all bonded together by a sacred oath to work in harmony) defeated a great enemy in another land and spread out to govern Tollanara in peace, united under the leadership of the first High King, a half-elf named Athaund. The sacred oath has died away as even the longest-living elf participating in uniting Tollanara has long since passed on. Some of Tollanara's current rulers no longer feel they are treated as equals among the subject kings, or are seeking to be treated as equals with the High King himself. Possibly even usurp the current High King and rule themselves.

Presently, the most open opponent to the High King is King Drisu The Bloody, a half-elf sorcerer who has been king of the far-flung eastern cantrev he founded three hundred years ago. Caer Drisu was not one of the original settlements of unified Tollanara, but quickly became a highly developed cantrev when technology and infrastructure prompted a population migration eastward.

Then there is the matter of the citizens themselves- some groups, in numerous caers and cantrevs throughout the land, are unhappy being ruled by subject kings and a High King. Some would rather do away with kings altogether, forming Free Cities or Free Territories instead.

In the metropolitan city-state of Caer Athaund, the throne city of the current High King, human Geraint Lhanstead, spies from plotting cantrevs run riot. Some of Geraint's closest advisors may even be plotting against him. So where can he put his trust?

Loyal to the king is an order, comprised of unique individuals from all walks of life. This group is called King's Llaw. Meaning the Hand of the king, the Llaw, which has its base of operations at a fine fortress within Caer Athaund, is run by a small group of commanders who receive information from Geraint's council and then assemble teams of Llaw members to undertake certain tasks.

The King's Llaw is not a secret society, but many members choose not to outwardly advertise their involvement with the Llaw so as not to attract unwanted attention by enemies of the king. Llaw members are generally invited to join by members of the king's council, the king himself, or Llaw commanders. There is a small degree of patronage that occurs with council members putting forth for membership individuals with whom they have a family, social, racial, or territorial tie, but due to the often dangerous nature of the work the Llaw performs, individuals who join and remain Llaw members do so out of loyalty to the High King rather than patronage.

Members of the Llaw receive a minimal wage from the council based on the services they are called on to perform, but Llaw members generally only perform duties for the Llaw as they are needed, most carrying on careers outside of the Llaw to supplement their income. Once joining the law, they may be called upon to work for the Llaw at any time. Taking on a job for the Llaw is not mandatory, but Llaw members remain so out of a sense of loyalty or duty and as such rarely decline Llaw work. As members, they can reside at the Llaw's base and avail themselves of its kitchens, stables, workshops, medical provisions, and armory at any time they desire, but members who come from the upper classes or members with families or careers in other parts of Athaund may live in their own houses or on their own estates and not visit the base very much.

The tasks undertaken by the Llaw can vary greatly in nature, from protecting caravans of goods to and from Caer Athaund from marauders, to gathering information of plots against Geraint in faraway nations. They may act as couriers, assassins, investigators, bodyguards, spies, or any such thing the king needs.

Tollanara is a realm greatly divided almost straight down the middle by those who cling to their old agrarian ways and those who embrace and explore technological innovations, making Tollanara a mix of Renaissance and steampunk settings. Magic and monsters abound. Adventurers seeking renown and glory set out to prove themselves against forces that seek power for themselves.

Welcome to Winds of Tollanara, a Dungeons and Dragons-inspired storytelling rpg! In this game players create characters based on a number of traits or skills and develop the lives of their characters through writing their adventures. Characters will interact with one another as an adventuring party to tell their stories amid the backdrop of political unrest within the diverse kingdom of Tollanara.

Demographics of Tollanara and the High King's city, Caer Athaund


Kingdom Name:Tollanara
Physical Area:81000 sq. miles (roughly the size of England)
Population Density:Settled (60 persons per sq. mile)
Kingdom Age:1510 years
Physical AreaThe kingdom of Tollanara covers an area of 81 thousand square miles. Of this, 42% is arable land, and 57% is wilderness.
PopulationThe kingdom of Tollanara has a total population of 1.6 million people.
SettlementsThe largest city has a population of 350 thousand people, the second largest 250 thousand. There are fifteen other cities and towns of note in the kingdom. The remaining population lives in numerous small villages, isolated dwellings, etc.
CastlesThe kingdom of Tollanara has 32 active castles and 12 ruined. Of these, 28 castles and 9 ruined are in civilized lands, and 4 castles and 3 ruined are in the wilderness, along borders, etc.


Settlement Name:Athaund
SizeThe city of Athaund covers an area of approximately 5777 acres, with a total population of 350 thousand people.
by Trade
Barbers1546Copyists161Magic Shops194Scabbardmakers387
Blacksmiths202Fishmongers320Mercers561Spice Merchants307
Buckle Makers368Hatmakers232Plasterers139Watercarriers277
Butchers308Hay Merchants174Mechanical Engineers231Weavers880
Scrap Metal Gatherers429Jewelers1114Rugmakers266Woodsellers136
OtherThe city has 1831 noble houses. The peace is kept by 3237 guardsmen, and there are 862 advocates to assist with legal matters. For those more concerned about their soul, there are 12849 clergymen and 181 priests.



Stats generated by: https://donjon.bin.sh/fantasy/demographics/


The different cantrevs of Tollanara (each represented by a different colour) vary in population density, governance, production, and climate. Some general observations, however, can be made.

The cantrevs in the west of Tollanara are the most agrarian and sparsely populated. They tend to balk at new technology and new forms of infrastructure, preferring their time-tested methods of transportation, farming, and smithing.

The cantrevs in the east, as well as the caers on the eastern peninsula, are the most technologically advanced. They are the most likely to try new mechaniks, new methods of municipal infrastructure and the like. The far east is also rife with demon worship and dark magic.

Magic in Tollanara is found throughout the realm, but the highest concentrations of magic users tend to come from the southern islands, both east and west.

Cantrevs (territories) in Tollanara

Brinholm: Heavily wooded towards the south, becoming more mountainous as one travels northward. Cold climate. Heavy in lumber and mineral export. The caer has some rudimentary steam technology, but nothing as sophisticated as the caers in the south and east. The entrance to the elemental plane of lightning is within this cantrev.

Fidik:The northwestern boundary of Tollanara. Heavily forested and rocky. Also many rivers. Temperate, rainy climate. A couple isolated mountain ranges. Main export lumber, minerals, and fish. Like Brinholm, Fidik also has some rudimentary steam technology thanks to its dwarven tinkerers. The entrance to the elemental plane of earth is on the border of this cantrev.

Carmawr: Rolling plains with some hilly areas to the north. Very heavily into livestock production. Ruled by the (human) Baeddhelm family for hundreds of years. Very loyal to the High King. Carmawr is very backwards when it comes to technological progress. The entrance to the elemental plane of earth borders this cantrev. 

Untton:  Heavily forested, almost primitive thanks to the fact that this cantrev consists mainly of the Fangwood Forest. Main export is lumber and paper, some grain, some livestock. Inhabitants tend to be luddites when it comes to technology.

Barad and Essevas: Rocky shorelines and rich soil. Both cantrevs produce seafood as their main export, and have  bustling shipbuilding enterprises, thanks in part to the timber provided by the Witchlight Forest. Technologically advanced compared to the northern cantrevs.  The entrance to the elemental plane of plants borders these two areas.

Athaund: The bustling metropolis, the only city-state in Tollanara and the throne city of the High King, Geraint Lhanstead. Athaund is a city built atop a craggy coastline. The caer is at the highest point on the cliffs, in the middle of the city, with the rest of the city sprawling outwards down the coastline or northwards out into the plains. The city is home to hundreds of thousands of souls from all walks of life and all races in Tollanara. It is highly technologically advanced, with steamships, airships, and even a rail line with a steam locomotive connecting the city to the far eastern caer of Drisu.

Arlos: One of the most prosperous cantrevs in Tollanara, despite a large proportion of the area being made up of the Dismal Moor and the Howling Desert. Arlos's southern peninsula is famous for its bustling seaports and, of course, for giving birth to the city-state of Athaund. People in Arlos setting up establishments along stops in the rail line that goes from Athaund to Drisu also do a very brisk business. 

Lacot: Home to the entrance to the elemental plane of fire, Lacot has a very high proportion of temples to people, and many of Lacot's temples are to demons and devils. People of Lacot are fairly self-sufficient but also do much trade with Arlos and Drisu.

Aererth: Like Lacot, Aererth is a very self-sufficient cantrev, with a bustling sea trade established with the southern cantrevs. Livestock, fish, minerals, grains, and timber are equally produced in an economy that is relatively advanced in a technological sense.

Cortford: The southern half of this cantrev houses the Desert of Brass, while the northern half consists of jungle-like terrain. Not a lot is known among the southern cantrevs about Cortford due to the mysterious nature of its hardy, proud inhabitants. Like the northern cantrevs, Cortford tends to shy away from modern technologies.

Drisu: Drisu is the wealthiest cantrev in Tollanara, due in large part to its technological advancements and its wealthy, powerful ruling families, the majority of them run by extremely knowledgeable sorcerers. The elemental plane of metal has its entrance in this cantrev. A rail line runs through Drisu, from its central caer to caer Athaund. This line runs trains that are powered by metal elementals and spellcasters, as well as steam trains.

Natukkhol Highlands: The homeland of the giants and entrance to the elemental plane of ice, the highlands are a vast expanse of mountainous terrain. The highlands are the most sparsely populated area of Tollanara and the people who do live there tend to be seen as crazy by most southerners thanks to the frigid climate. Timber is the main export in the highlands, though there is also a great demand for highland livestock in the south- the meat of their cows and sheep and their wool are highly sought after.

Lewick, Aegorht, and Waburn: These cantrevs used to be one large territory, home to the entrance of the air elemental plane and also the ancestral home of Tollanara's dragonborn. Over the last fifteen hundred years, however, they split into three separate cantrevs due to clan warfare and land disputes. Nowadays, the three cantrevs have an official truce with one another, but many locals have begun stirring up old rivalries and hostilities. Fish and sheep are the main exports of all three caers, and magic is extremely popular throughout.

Biesa: A conglomeration of over a dozen small islands, Biesa is the realm where Tollanara's elves originated. It is still rare to see beings of other races inhabiting the islands. Magic is the main export of Biesa, as its wizarding universities and ancient sorcerer families are some of the highest regarded in Tollanara. The entrance to the elemental plane of water is located on one of the northernmost islands of Biesa, while the caer proper is located on one of the southernmost islands.

Map generated and created by https://donjon.bin.sh/fantasy/world/


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