Ortho: Nations, Provinces, People, Places

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Let me take a look at the maps again and see if something surfaces that makes sense for those areas. As I recall I originally split things along mountian ranges. Re: #5, it seems roughly the size of #9 (Which strickes me as an India sized bit of land) - just more sprawling... I'm not seeing a good spot to split them except maybe along that spot where there's that peninsula that almost touches another penninsula from Hazhkan - about midway.

re: The were - I'm still inclined to give the lycanthropes a province to 'claim' while they roam the entire polar region - simply because I can see that as a solution the Harmonium would give them to make sure they have representation (and some form of government to be liable to). Whichever province they've got is likely to have been heavily theirs already and/or 'crap' for land. The provinces in the related areas up north are likely to have rules regarding 'roaming packs' that they've worked out with the lycanthropes areas.... Maybe move them over to #7?

#6 was an area that we know traded with Heka (And in the past Heka traded with them preferentially over Voll - which implies better prices and possibly cheaper labor and/or resources.) Possibly this area shows some poor management in terms of leadership and still has a problem with labor and corruption? (aka - something simular to North Korea in fanatic 'obedience' to the state?)

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And where was the post with the continent names? I can't find it now as I want to update maps...

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If the were have to have a province, then I'd say give 'em #10 as it is crap, but expand it along the 'Northern Polar Region' west through Iathra and part of Heka and east to the mountains of Motmurk and give the islands of #10 to Motmurk...#7 seems to have a lot of good land so deserves a settled population...I do, however, question whether the were have the numbers to deserve a whole province...

Concerning provincial borders- They don't always have to make geographical sense...Also, many mountain defined borders make the border the crest of the mountain range and not the beginning of the mountains and/or their foothills...
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'kwint' wrote:
If the were have to have a province, then I'd say give 'em #10 as it is crap, but expand it along the 'Northern Polar Region' west through Iathra and part of Heka and east to the mountains of Motmurk and give the islands of #10 to Motmurk...#7 seems to have a lot of good land so deserves a settled population...I do, however, question whether the were have the numbers to deserve a whole province...

True. How about lets move them over to #7, where they share an uneasy 'relationship' with some blond seafarers (no - really - we aren't Vikings!) as mentioned earlier. (Wow - we're going to have to be careful with some of these provinces not to end up overlaying too many Earth cultures on top of them.) But - that at least gets us started with those folks.

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'kwint' wrote:
A Few (more) Things: -The Merman Question started here... -The Tech Question that started with the same post and was responded to by Rip a bit below that...

Re the mermaids - I'm getting the impression that we'd like to go with a hard / chitonus (sp?!) sort of look to them as opposed to the scaled fishy sort as normal. Perhaps something more like lobster or crawfish? (Spiderwick's Field Guide pg 60 has a Caribbean Mermaid that seems to fit the concept...)

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'Clueless' wrote:
'kwint' wrote:
If the were have to have a province, then I'd say give 'em #10 as it is crap, but expand it along the 'Northern Polar Region' west through Iathra and part of Heka and east to the mountains of Motmurk and give the islands of #10 to Motmurk...#7 seems to have a lot of good land so deserves a settled population...I do, however, question whether the were have the numbers to deserve a whole province...

True. How about lets move them over to #7, where they share an uneasy 'relationship' with some blond seafarers (no - really - we aren't Vikings!) as mentioned earlier. (Wow - we're going to have to be careful with some of these provinces not to end up overlaying too many Earth cultures on top of them.) But - that at least gets us started with those folks.


Well, if we do that, then I'd once again suggest doing away with Province #10 and splitting the land between Iathra and Motmurk and turn #3 and #5 into three provinces to make up for the loss of #10...see the maps below...
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'Clueless' wrote:
And where was the post with the continent names? I can't find it now as I want to update maps...
Rip suggested Athra (Iironda, Hazhkan, Keln'in and HG's continent I assume), Mot (Motmurk, Iathra and Heka & Voll's Continent I once again assume) and Thaera...I added that Gelidahl might also be considered a continent as it is only slightly smaller (on my map anyway) than Antarctica...Shouldn't matter on a map as Gelidahl would be the only province on the Gelidahl continent, but in flavor text I feel it should be mentioned... Kwint

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Those look good on the map - will be updated soon as I get access to a computer with the right photoshop powers and some time, tommorrow.

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So the New Look for Ortho and her Provinces is:

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'Clueless' wrote:
'kwint' wrote:
A Few (more) Things: -The Merman Question started here... -The Tech Question that started with the same post and was responded to by Rip a bit below that...

Re the mermaids - I'm getting the impression that we'd like to go with a hard / chitonus (sp?!) sort of look to them as opposed to the scaled fishy sort as normal. Perhaps something more like lobster or crawfish? (Spiderwick's Field Guide pg 60 has a Caribbean Mermaid that seems to fit the concept...)


I was under the impression from Rip's description that they were standard merfolk with spiky red armor, possibly from giant lobsters or crawfish or crabs or...

Might be an interesting tie in with the War Against the Chaos Elves- the Merfolk, Sahuagin and Eyes of the Deep on one side and the Sea Elves and Tritons on the other- The War Below the Waves...
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'kwint' wrote:
'Clueless' wrote:
And where was the post with the continent names? I can't find it now as I want to update maps...
Rip suggested Athra (Iironda, Hazhkan, Keln'in and HG's continent I assume),

"Athra" was supposed to be the one with Iathra (I just dropped the I). The one with Iironda might be Keln.

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'kwint' wrote:
I was under the impression from Rip's description that they were standard merfolk with spiky red armor, possibly from giant lobsters or crawfish or crabs or...

Or coral.

But there's no reason they couldn't both have lobster parts and lobster armor.

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From "Ortho: The Beginnings" pg. 4-

'ripvanwormer' wrote:
Continent names: Athra, Thaera, Mot?

My assumption was that the northernmost continent was Mot due to Motmurk...If this is incorrect, which one is Mot...The Athra as Iathra minus the 'I' went right past me...
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'kwint' wrote:
My assumption was that the northernmost continent was Mot due to Motmurk...

Unless you have a better idea.

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Sounds fine to me.

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I guess I was thinking that the entire north was one continent and thus not in need two names...I assume that given the very, very, very, small area of the northern polar region not on the map is mostly land (except possibly for a small strip of water above Province #6) that the north pole is land (as opposed to earth's)...But then again, Europe and Asia are one landmass, yet two continents...Whatever everyone wants is fine with me...
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'ripvanwormer' wrote:
'kwint' wrote:
I was under the impression from Rip's description that they were standard merfolk with spiky red armor, possibly from giant lobsters or crawfish or crabs or...

Or coral.

But there's no reason they couldn't both have lobster parts and lobster armor.


Would that then make them sea floor dwellers...Pretty limiting...Of course, 'the story' would follow biology not the other way 'round...
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Well, most merfolk dwell on the sea floor anyways. Its the only place to build castles on unless you're very powerful in arcana.

But no, they could easily swim with their lobster-like tails. Just because normal lobsters are primarily sea-floor dwelling doesn't mean half-lobsters have to be.

Personally, I don't like the "Eyes of the Deep" being united or even important in the undersea campaignary. I like them better as loners dwelling in the blackened depths where other creatures fear to dwell.

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I just got the image of a beholder angler fish in the deep deep trenches... *spooooky*

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I'm not picturing them with the leggy part of a lobster, just the swishy tail part, which as I recall from the 'normal' movement of a merfolks is up and down in the same pattern as a lobster or dolphin. (Oddly enough the exact opposite of the side to side way you would expect from a real 'fish'.) Possibly the hard shell developed as a defense against attackers, they could curl up using the tail as a shield to defend against a shark attack - or use the powerful muscles and spikes there to swat something hard enough to buy a chance to get away.

I don't think the biology is too far out of range - lobsters follow their food sources for where they live. In larvae stages they eat plankton so they spend their life near the surface, as they get bigger they need to eat bigger things like crabs or mussels/other shellfish... so down they go, molting and growing a hard shell as they do.

Plus, bottom dwelling isn't out of line for merfolk in the first place, it's what they do in most settings anyways by building cities below. Merfolk could have their food sources and ecological niche anywhere they please for the most part (like humans, if there's food, they'll live there). The choices would be to build a home on the bottom - or swim forever never stopping at risk of predators munching you up in the night... like dolphins and sharks do. I think I'd pick bottom dwelling if given that sort of choice.

Bottom dwelling does not presume that you pick the deepest of the deepest part of the ocean to build in after all, so they could be just on the edge of continenal shelfs, or just off the edge there if they wish. The bottom of the ocean someplace is the best place to build a secure shelter, though I'm sure they've got a lot of folks near coral reefs as well. I could see a 'floating' city getting built underneath mats of seaweed kelp too.

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Old Ghal.

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I guess by saying bottom dwellers, I meant they spent their entire time scuttling around on the bottom of the seas, not being able to swim through the water and up to the surface as they desired...But if a lobster tail gives them the same freedom to roam through the varied depths of Ortho's oceans, then I guess they're as versitile as the traditional merfolk...
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I think it would, the strength of the physical configuration is the same. That and they'd look cool. Eye-wink

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So, if it's alright with everyone else, I'll write up provinces #5 and #10 according to the new provincial map, as well as finishing up the Gelidahl write-up...Who's gonna cover the remainder of them?...Xaric (Rip?), Motmurk, Ulfrheim, Voll & Heka, the Four Thaeran Provinces, #3 and #6?...
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Hey Primus, that's a pretty nifty pic of Old Ghal...Do you have one for Illix as well?...
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Not yet, I don't.

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'kwint' wrote:
So, if it's alright with everyone else, I'll write up provinces #5 and #10 according to the new provincial map

Go for it, although I may wish to add a few details to whatever you come up with, if that's okay. Or I may not; it depends on what you do, and where I decide to put my ideas. I want to put some kobold sailors somewhere.

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The Bay of Resonating Silence
The Bay of Resonating Silence is supposedly one of the deepest secrets that the Harmonium high-ups keep from the general citizenry, according to many a paranoiac or drunkard's tale. Still the bay is rumored to exist all over Ortho and tales constantly slip out of the strange ships that come to dock in it. People talk of ships with wings, ships that are impossibly large, and even ships that can fly to the stars! While flying ships are not all that unheard of in Ortho as several have been made at great expense to facilitate trade to the interior regions of continents--and I believe it is these that are causing the rumors--the idea that one could fly to the stars is absolute nonsense! It is a well known and simple fact that the higher one flies in the sky of day the closer you get to the sun. While trade winds do make areas of the clouds cold, even freezing, once you get above them the heat rapidly rises to a point that any flying vessel would surely burn. At night just the opposite occurs as frost would bind to a ship and drag it down. It is my opinion that this must be a natural defense set down by the gods so that the perfect workings of the celestial heavens are not soiled by mortal influence.
~Professor J. Wrightend of the Central Han Harmonic Institute

Darks
The good professor is completely wrong. The Bay of Resounding Silence does indeed exist and is the focal point of all spelljamming to and from the sphere of Ortho. The Harmonium's spelljammer fleet is small but elite with only the most disciplined and well trained being allowed on board even the smallest vessel.
Many speculate on which coast the bay lies but they are all wrong. The Bay is built into a small mountain range that once held an elven enclave before they were cleansed by a particularly brutal Harmonium commander. This has caused many of the elven dead to rise and walk the valley in search of revenge, and for the bay's high command this is just fine. The undead are allowed to exist and even strengthened so that no sane person would ever dare approach the range. A perimeter of fortifications and armed patrols circle the range of six mountains and none of the patrols or guards are any the wiser that the bay exists.
In order to bring in supplies without arousing suspicion three interior forts have been built in the mountain valley as "research stations" to look into the problem of quelling the elven dead. From these forts through underground passages the supplies are brought up to the summit of the central mount where the mountain is built up with stone walls and decorated with broken colonnades to look like the ruins of an elven palace. The top of the mount is hollow and open to the sky and it is this that is the real Bay of Resounding Silence.

Probably needs more work. If I get creative I might make up a general map of the area and add a few more details.

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On the Gods and Pantheons of Ortho-

So, I was down at the local Barnes & Noble reading through the Dragonlance Campaign Setting and a few thoughts floated through my mind concerning Paladine's inclusion on the list of Ortho's Planar Pantheon...First, Paladine is the god of good dragons on a Prime whose dychotomy is along the good/evil axis...Although he is LG his focus is on Good more so than Law; he is after all, the god of CG dragons as well...Therefore I'm not so sure he's a good candidate for Ortho's Planar Pantheon (especially when you keep in mind the second thing that I noticed)...Secondly, he's chosen to give up his divine status and become mortal and thus isn't a god anymore...I do think that the perfect god to be included would be ever-lawful Phlotus (not that I'm biased because I once played a bariaur priestess of Pholtus)...Anyway, thoughts...

AND

My Recommendations for Homeplanes:
LORDS OF LAW
Didairdin (LG) - Arcadia
Iathiphos (LN) - Mechanus
Rialondru (LN) - Arcadia
Alae (LG) - Mt. Celestia
Tyerusus (LE) - Mechanus
Ina (N) - Mechanus/See Below
Saeduenical (LE) - Baator
Baelae (LG) - Arcadia

LORDS OF CHAOS
Kabajij (CG) - Arborea
Lanimin (CN) - Limbo
Chal (CN) - Pandemonium
Namaneil (CE) - Abyss
Ghanalim (CE) - Abyss
Ina (N) - Limbo/See Above
Olinem (CG) - Arborea
Jislana (CG) - Arborea

I generally thought I'd stick to the planes of law and chaos and away from the planes of conflict as the pantheons are more concerned with law and chaos and less so with good and evil...Thus, although Kabajij might seem ripe for the Beastlands, I thought Arborea might be best as the BL are a Plane of Conflict...Concerning Ina, I first thought the Outlands, but to keep up the facade of being a member of each pantheon without the other knowing, I figure a realm in both Mechanus and Limbo seems apropos...

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'kwint' wrote:
concerning Paladine's inclusion on the list of Ortho's Planar Pantheon

I included him because On Hallowed Ground listed him as a god the Harmonium particularly favored.

Quote:
Secondly, he's chosen to give up his divine status and become mortal and thus isn't a god anymore.

Yes, but that's something like thirty-eight years in the future, depending on how you calculate the relationship between the Dragonlance and Planescape timelines. There's a generation between the War of the Lance and the Summer of Chaos, and then another generation between the Summer of Chaos and the War of Souls.

Quote:
I do think that the perfect god to be included would be ever-lawful Phlotus

Pholtus is a good choice, but he has an intense rivalry with St. Cuthbert. Since St. Cuthbert is probably the single most popular Harmonium deity on the planes, Hardheads would be dubious of a god who refused to get along with their favorite god.

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'ripvanwormer' wrote:
'kwint' wrote:
concerning Paladine's inclusion on the list of Ortho's Planar Pantheon

I included him because On Hallowed Ground listed him as a god the Harmonium particularly favored.


Doesn't make too much sense to me (that's faith for ya), but if there's a source, hard to argue with that...

'ripvanwormer' wrote:
'kwint' wrote:
Secondly, he's chosen to give up his divine status and become mortal and thus isn't a god anymore.

Yes, but that's something like thirty-eight years in the future, depending on how you calculate the relationship between the Dragonlance and Planescape timelines. There's a generation between the War of the Lance and the Summer of Chaos, and then another generation between the Summer of Chaos and the War of Souls.


You got me there...

'ripvanwormer' wrote:
'kwint' wrote:
I do think that the perfect god to be included would be ever-lawful Phlotus

Pholtus is a good choice, but he has an intense rivalry with St. Cuthbert. Since St. Cuthbert is probably the single most popular Harmonium deity on the planes, Hardheads would be dubious of a god who refused to get along with their favorite god.


I'm not so sure that the rivalry is between the deities so much as between the followers in the Flanaess (Oerth)...You know how provincial those clueless berks can be...Perhaps the rivalry on the Planes, an infinite place, would be a little more friendly, one in which the two faiths compete to see who can bring more folk into the Harmonium Way...I also think he fulfills the requirements stated for inclusion into the pantheon, he fulfills a niche- God of sun(s), moon(s) and time; a sort of Saturn to Didairdin's Jupiter, perhaps he could be 'mythed' into the pantheon as D's father...
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"Flesh" or "Spirit" (Depending on which one you think has more of a 'daddy' feel to it...) Might object to the father of Didairdin thing. Eye-wink But since the 8 Lords of Order are the top dog in the pantheon, with the planar dieties relegated to an approved but 'not the boss' position on Ortho - it might be that if the two gods aren't vying for the same top position as LG god that they might not fall into as much conflict over it.

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'Clueless' wrote:
"Flesh" or "Spirit" (Depending on which one you think has more of a 'daddy' feel to it...) Might object to the father of Didairdin thing. Eye-wink But since the 8 Lords of Order are the top dog in the pantheon, with the planar dieties relegated to an approved but 'not the boss' position on Ortho - it might be that if the two gods aren't vying for the same top position as LG god that they might not fall into as much conflict over it.
Father/Daddy, Foster Father, Step Father, Cousin, Uncle, whatever...It's just that for foreign deities to become members of a pantheon, historically/athropologically they usually have a myth spun up around them and their relationship to the existing members of the pantheon and, whala, myth becomes truth/propaganda/rationalization and the new god's in... Kwint

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So here's my working map for Omospondia - Land of Ancient Heroes (Province #5) and Karazam - Land of Splendor (Province #10)...O is a Confederation of city-states with an grand ancient history and strong agriculture based economy...K is a Constitutional Monarchy with an imperial [relatively] recent history, strong silver and iron reseverves and a tradition of horsefarming...Both have to deal with the ever-expanding Desert of Sweet Sighs, a repurcussion of the Harmonium's victories on the peninsula...
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'kwint' wrote:
Father/Daddy, Foster Father, Step Father, Cousin, Uncle, whatever...It's just that for foreign deities to become members of a pantheon, historically/athropologically they usually have a myth spun up around them and their relationship to the existing members of the pantheon and, whala, myth becomes truth/propaganda/rationalization and the new god's in...

I know what you mean - I mean just look at the myths passed around in Sumeria/Egypt - there's a couple of examples where they just updated "This god kills that god and now he's my daddy" by just scratching out the old god's name and putting in the new one... *three times in a row*!!

However, I think this is one situation where we can safely assume that the fantasy setting will prevent that from happening. If this were the real world where we have no way to contact our gods (ok - no easily acceptable and provable way that can't be passed off as bing under the influence of something...) - then yeah, rewrites to make things make sense under the context of a new god are perfectly acceptable.

In a fantasy world like this one - not so much, b/c the power can always point out that it's wrong. I don't think Didairdin's the sort to change his mind regarding his parentage, nor that Iathiphos would willingly change his records.

While yes - belief *could* change this (the nature of planescape belief and all) if everyone started believing the new story - I don't see the belief easily taking hold while the god involved is sitting there going, in essence: "What are you smoking? That's not how it happened." One would have to convince the gods involved first so that they support the story being spun (or kick them out entirely and put in a god to pretend to be them).

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'kwint' wrote:
So here's my working map for Omospondia - Land of Ancient Heroes (Province #5) and Karazam - Land of Splendor (Province #10)...O is a Confederation of city-states with an grand ancient history and strong agriculture based economy...K is a Constitutional Monarchy with an empirical [relatively] recent history and strong silver and iron reseverves...Both have to deal with the ever-expanding Desert of Sweet Sighs, a repurcussion of the Harmonium's victories on the peninsula...
Sounds like a good start - what sort of thing did you have in mind to cause the desert? A spell used in the course of war? Or land that got salted where the lack of plant life is causing a spreading erosion problem? Or is it more of an adventure plothook sort of thing?

A side note that got discussed over dinner:

Re: The Harmonium and ecological conservation. I honestly think to a certain extent that they would be strong conservationists. Not that they wouldn't use their resources - but that they would make an effort to handle them in such a way as to maintain them. That being the very definition of a conservationist. See, they're lawful and on some core level, pragmatic. Abuses of the land would occur out of nessecity (such as war), not out of general apathy, greed, or neglect. These are the folks that I could see funding close studies of how to recover lands for foresty and farming that have been otherwise neglected. Or putting caps on fishing to maintain populations while providing a work program for out of work fishermen. In fact, they have a very good reason to have this attitude - Iathara. The Ortho people know what happens when a land is completely deforested, burned, and abused... the province is still recovering 500 years later. The leadership of Ortho, state, temple and Harmonium - aren't stupid. (Unless you ask an Indep. Eye-wink )

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But are Pre-Industrial people really that dangerous to the enivornment? I'm not so sure.

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'Primus, the One and Prime' wrote:
But are Pre-Industrial people really that dangerous to the enivornment? I'm not so sure.

Are they really pre-industrial, though? I think I'd place them at the early industrial level, with steam-powered manufactories and alchemical plants that leave the rivers coated with brightly colored toxic salts.

In addition, the force of Law itself, without Balance, is contrary to Nature and the natural world recoils from it.

So much of Ortho has been changed and modified by sapient hands: rivers made to change courses, bogs drained, forests chopped down and replanted as rigid grids. The fey and spirits of the woodlands have gradually abandoned the world, except for the occasional grain nymph and house sprite, and their mass migration has greatly increased the size of the Seelie and Unseelie Courts in other planes. And with their loss, Nature weeps.

Perhaps only Morganhu can call them back.

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Like I said, it was something tossed out in the middle of a conversation really, and more than likely would be applied in small localized situations within a province. If anything it just gives a bit of insight to the thought process of Ortho leadership. Only truly large problems - like Iathra, and like this growing desert, would call for large scale attention. And of course it would depend on what you define as 'dangerous'.

I can definately see steam engines, and the magically enhanced flying ships - more an eastern thing than a western one. I'm not too hot on the alchemical plants, mostly because I can't easily see an economical reason that they would bother to have them.

Without the benefit of Nature's welcome, the fey correcting little things in the background and the general forgiveness by Powers of accidental abuses... Ortho is probably having to look at how to handle all these problems on their own - or at least the problem is starting to become much more obvious.

For examples of damages even Ortho could have pulled off at pre-industrial levels:

The beholders with their road building - very likely caused damages on a whole. Their main techniques of making a road involved just plowing straight through hills or mountians.

The east with it's higher tech levels - another maybe. (Yes, I know the answer to that is still fuzzy kwint - I'm working on the thought in my head till I get something sensible for you).

Ship building? Quite possibly casues a high demand on old growth forests and pine forest. Especially pine for the tall masts. That's what got North Carolina stripped of tall pines and filled with scrub pine* - the English demand for masts. That type of tech is fairly old, so you'd see it in any culture with long long range shipping - like a globe spanning empire... like... Ortho.

*Ugliest trees ever. Crossbreeding pine species does not work.

War and armies always soak up resources with metal requirements - luckily dwarves probably have a grip on some very good mining techniques, so strip mining is not quite as likely to be a problem. Also assume at least a little bit of air pollution from smoke, water pollution from runoff in battlefields, and general physical damage to the landscape that may cause erosion until it's corrected.

Frontier expansion, putting farmers on land that may not be suited well to forming techniques. Land where cutting down trees leads to horrid erosion due to this topsoil, like in todays rainforests.

And then there's always water right issues - irrigation needs downstream vs dams upstream vs fishing needs throughout the river. Toss in a few water mills on top of that and you start seeing what I mean.

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Re: Bringin' 'other' gods into the pantheon...

Okay, I accept everything you've stated so far...My question then is- why would the Eight Lords of Law allow any other gods to be worshipped by the Harmonium?...That only takes worshippers from them and in the end weakens them although it might strengthen the Harmonium...Even if they let planar Hardheads worship non-Ortho-an-ite-ese*, why would they let these new gods into their crystal sphere?...Most single sphere gods are jealous of their territory...But if they do let other gods in, then they surely know that their followers don't know all there is to know concerning their heritage and undoubtedly understand the value to the common worshiper of myth to teach the lesson (whatever it may be) and strengthen pantheon cohesiveness...If there are no pre-existing connection between the gods (the new and the old), then I think the common worshiper is thinking "why's he here and where was he before and why should we accept him"..."Cause I said so" only goes so far...Anyway, I think Pholtus would be an excellent Planar diety that could fill a unassumed niche in the Lords of Law...If not, oh well, I tried; It's the rest of you heathens that will be priming the pyre this winter Laughing out loud ...
Kwint

*We really need a definitive Proper Adjective (?) for things of Ortho...

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Oh man, I missed an entire tech interaction fighting an uphill batlle for Pholtus and Pantheon Integration :x...My two cents- if there's steam engines in the east they should be accessable everywhere...Steam engines would be useful in any province the size of sub-continents...Otherwise there would be a sense of superiority/inferiority and that would be rather less-than-Harmonic...I do like the idea of alchemical plants, although I think there's be just a few on Ortho; established at the beginning of colonial expansion...Newer ones would be off-world on the colonies (at least in the crystal spheres where that sort of chemical activity was allowed)...
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I would think the attitude is more along the lines of - "These are the approved gods for those non-Ortho* Harmonium members." Something like, these are allies and if you *have* to go off world these are 'acceptable'. Something like a Harmonium stamp of approval. It's probably more relevant for the colonies than for Ortho proper.

*Wow - that IS a hard word to adjectiveize... hm. Orthran? Orthoran?

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'kwint' wrote:
Oh man, I missed an entire tech interaction fighting an uphill batlle for Pholtus and Pantheon Integration :x...My two cents- if there's steam engines in the east they should be accessable everywhere...Steam engines would be useful in any province the size of sub-continents...Otherwise there would be a sense of superiority/inferiority and that would be rather less-than-Harmonic...I do like the idea of alchemical plants, although I think there's be just a few on Ortho; established at the beginning of colonial expansion...Newer ones would be off-world on the colonies (at least in the crystal spheres where that sort of chemical activity was allowed)... Kwint

*nod* The tech is probably in higher use in the East as it was developed in the east - but I can definately see it getting exported to the other provinces as well. On the other hand - what would it be used for? Steam engines... transport lines? Factories? Nessecity drives invention - in the East, I could see steam engines driving great looms for silk trade. In the West maybe they drive smelting furnaces? Or gold sifting? Perhaps the full application of this new technology hasn't been developed yet - maybe there's some wild haired genius madman in a corner of some remote province realizing you can shrink the size of a steam engine down to make something small enough to carry on a wagon...

I know one of the little subplots that Rip had planned, was a bit of East-West rivalry - subtle and obviously the Harmonium is trying to even things out, but that can take time and give us plot hooks. I figure it's subtle and in some places mostly manifests as a good natured ribbing between groups that soemtimes gets mean if someone's angry with someone else over something. Everyone sort of brushes the rivalry under the rug because it's not 'harmonious'...

Possibly there are some alchemical plants for spelljamming naval uses on the other plantets? Though - again - I'm wondering what they'd be useful for. The only chemical application I can think of is going to be military or for use in forging high grade steels and the like - which is again, military.

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'Clueless' wrote:
Possibly there are some alchemical plants for spelljamming naval uses on the other plantets? Though - again - I'm wondering what they'd be useful for. The only chemical application I can think of is going to be military or for use in forging high grade steels and the like - which is again, military.
Yes, military, cause if the pretty, pretty words don't work, then the weapons will have to...The Multiverse isn't gonna save itself on its own, berk...Plus, the idea of superior stuff might just bring a few in line who'll trade those things we may need for 'em...Better tech is always good when you live in an infinite multiverse that you can get around in... Kwint

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'Clueless' wrote:
*Wow - that IS a hard word to adjectiveize... hm. Orthran? Orthoran?

I had been writing "Orthoan," but "Orthoran" sounds better.

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Come one, Come all, be last one to name a province...That's right folks, only two provinces left to be named...All you have to do is commit to writing the whole damn thing up...Just a little creativity, time and effort needed...Read the pdf to get an idea of suggested directions those last two (#3 and #6) might take...
Kwint

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'ripvanwormer' wrote:
'Clueless' wrote:
*Wow - that IS a hard word to adjectiveize... hm. Orthran? Orthoran?

I had been writing "Orthoan," but "Orthoran" sounds better.


Ok...How 'bout instead of the Knights naming their government The Harmonium, the name it The Orthority :shock: ...
Kwint

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LOL

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On the Human Colonists of Xaric

The humans of Ulfrheim and eastern Xaric were originally colonists from the city-states of Omospondia, and share their tawny skin and narrow eyes. The eight colonies were Ethano, Theron, Drakon, Terapten, Veron, Anselm, Syphlo, and Equus. They eventually grew much larger and populous than the Omospondian city-states that spawned them.

Each human colony is based on a different animal theme: Ethano is the owl, Theron is the wolf, Drakon is the Wyvern, Terapten is the horned eagle and crested turtle, Veron is the mouse, Anselm is the lion, Equus is the horse, and Syphlo is the sylph, harpy, and undine.

The colonists faced threats from many sides: orcish pogroms, harsh Omospondian tarrifs, fierce wyverns and other beasts. They did find trading partners in the native dwarves and kobolds, although there were clans among both races who sided with the orcs and opposed them.

The handsome Adrihanus, a perfumed courtesan of Queen Herehlita of Alaens, was seduced by a visiting Colonial envoy, Princess Talihida of Ethano, put into an enchanted sleep and brought back with her across the Iron Sea. Princess became a folk hero of sorts, the most powerful enchanter the colonies would ever know.

With the city-states of Omospondia long jealous of the colonies’ growing wealth, it took no more excuse than that to plunge the Wolfen Strait and the Iron Sea into war.

For a generation, Talihida used her magic to prevent the Omospondian ships from landing, and then she died of pnemonia after a particularly harsh winter. Before she did, she prophecied that one who had been born that season would be known as Sarin, and lead the colonies to victory. Herehlita ordered the deaths of every rebel infant under one year of age, and the dream of Sarin died unrealized.

The Xaric colonies seemed to be winning anyway for a time, but they made one fatal mistake: they organized a blockade against Hazhkan ginger, enraging the kobold kingdoms, which had grown dependent on it.

Kobolds from Xaric came into their own during that war, becoming successful sailors and merchants in the North. With their aid, the rebel colonists were put down and remained under Omospondian dominance for many more years until the Harmonium offered them a way out. The Xarician humans eventually allied with the Knights of Harmony to conquer Omospondia.

The state of Terapten is where the Convent of the Rest is located.

On the Convent of the Rest
A convent filled with brilliant warriors rendered useless when there is no more war, but who are not trusted to be permitted on other planes for fear of alien contamination. The convent is called the Rest.

At the dawn of the First Harmony, the Harmonium decided that a certain kind of terrible warrior that had been used often during the Expansion was not suited for the new, more civilized, age. The warriors were rounded up and taken to the Rest. For several generations they trained in isolation, interacting with no one outside their fortress home.

During the Schism they were once again brought out to do their atrocious work, and afterwards they were again put away.

They saw use once more in the War of Iron. Though this was far from the last military action the Harmonium would undertake, the Octave and the Council agreed that it was too much of a risk to bring them out ever again. Outsiders might not understand, and they could not risk their perfect warriors becoming contaminated by alien ideas.

The warriors of the Rest are not entirely human, nor are they entirely mortal. They’re chimeras of a sort, both living and undead, unaging and capable of surviving decapitations, but still breathing, with hearts that still beat. The Harmonium is terrified of what might happen if other factions managed to convert one. For now, then, they remain in the Rest.

On the Kobolds of Xaric

Harmonium culture has affected the kobolds adversely in one way: the introduction of paternal rights. Never before had kobolds bothered to keep track of their fathers (or, to any great degree, their mothers), relying on brood watchers to raise the young. Harmonium records demanded that both of a citizen’s parents be recorded, however, often requiring expensive divinations to determine the paternity of a kobold wyrmling. Though kobolds claimed this was unnecessarily burdensome, no exceptions would be made.

In all other ways, kobolds have become a thriving, accepted part of Orthoran culture. Though they do not have the numbers of orcs, humans, beholders, or dwarves, they have a work ethic and ambitious nature that often puts the other races to shame. Their squat, dragon-prowed ships are seen in every port on the Iron Sea and the Wolfen Strait, from Alaens to Threerivers, even as far as Hazhkan but seldom beyond that.

On the orcs of Motmurk

On the Hierarchs and the Fortress of Nine Claws
The influence of the baatezu inspired a great love of learning to the orcs of Motmurk, bringing literacy to the culture for the first time. Though the erinyes tried to suppress their new-found curiosity, it actually worked to their advantage as the orcish mage-priests penned long tracts on magical theory and practice, raising the science of magic among them to new heights.

The orcs soon dominated the northern half of the continent of Mot. The Scarab, Mantis, and Scorpion clan dwarves fell under their influence, the dwarven hive mothers pledging allegiance to the orcish Hierarchs and the Lords of the Nine. It wasn’t until after the Schism that the dwarves regained their independence from the Fortress of Nine Claws.

The Hierarchs forcibly conscripted humans and kobolds into their armies, requiring perfectly obedient service in exchange for the lives of their loved ones. The human colonists complained to the Omospondian queens, but the motherland cared little as long as they received their taxes.

The Fortress of Nine Claws was the capital of the diabolic orcish Hierarchs, created where nine roads met in the center of the northern mountains. Most of it is intact today, although since the Schism it is uninhabited except by ghosts. One of the nine watchtowers is rubble, destroyed by the Seven-Fingered Palm.

On the Seven-Fingered Palm
The Monastery of the Seven-Fingered Palm is in the orcish lands near Theron, the northernmost of the eight human colonies. Its inhabitants are orcish worshippers of the Seven, gentle monks who allied with the Xarician human colonists against their brutal kin. Quicker than sight, the monks were never caught by the minions of the Hierarchs. Centuries later the Palm allied with the Knights of Harmony, agreeing to forget their ancient differences with their kin in order to help defeat the Flame of the North. During the Schism tensions rose once again, but by then many of the other orc clans in Motmurk had been converted to the Palm’s gentle philosophy.

On the dwarves of Xaric

On the chitinous clans
The Mantis, Scarab, Aphid, Locust, and Scorpion clans of dwarves each base their culture on a different totem animal, decorating their armor and homes accordingly. All of them are ruled by matriarchs they call Hive Mothers; beholder influence has been suggested, though the beholders themselves have not had hive mothers within historical memory. The society of these dwarves is extremly rigid and inflexible, each caste - worker, soldier, mother, and consort - born into their status and unable to leave it without being exiled into the wilds. Exiled dwarves of the chitinous clans seldom survived long traditionally, although since the rise of the Harmonium they have been able to get work in the towns and cities to the south or in the new cities across the seas.

The Bones of the Earth
Dwarves have always had a powerful reverence for their ancestors. Even more than reverence of the gods, this is perhaps the true dwarven religion. It is a truism that among dwarves, tombs are the most luxurious palaces, while the living live as austerely as the meanest peasant. This is true across cultural lines, as true for the Mantis and Scarab dwarves as it is for the scions of Thorkhold. The philosophy of the dwarves who call themselves the Bones of the Earth, on the other hand, takes this much further than any others. The Bones of the Earth teach that Ortho, the world itself, is dead. It died the day the moon did. Their goal is to build for it a proper tomb.

For uncounted centuries, the Bones of the Earth have worked to construct a network of catacombs that would be worthy of the entire world. It seemed a futile task - such a structure would have to fill the entire interior of the planet. Yet they preservered, for the ancestor of all life deserves the sacrifice of countless lives to honor it.

Recently, since spelljamming was introduced from Ortho’s colony of Integril, a new theory has emerged among the Bones. Why not turn the entire crystal sphere into a tomb? The Bones of the Earth have begun to carve a vessal from the rock capable of leaving the planet. The Bones of the Stars, as they call themselves, intend to carve the sky itself as a fitting memorial to that which lies in state within it.

The Chaos Dwarves
The Thorkhold clan of dwarves rejected the ways of their servile Mantis, Scarab, and Scorpion kin and resisted the Hierarchs and their ways. They allied themselves with the human colonists, arguing that dwarves had a tradition of honoring the sovereign rights of individuals and clans that others of their kind had forgotten or deliberately ignored. To protect themselves and their friends, they constructed a city-sized mechanical contrivance which they called Bardolpho’s Engine, empowered by Chaos itself. It was a hideously complex thing, impossible to look at directly without getting watery eyes and breaking into a chill sweat. The Thorkhold dwarves, leather-clad ranger types by and large, were twisted by it, their tanned skin turning blue-pale, their fingers long and spidery thin, their bodies emaciated and physically distorted with unpredictable angles. Still they spoke to one another and their human friends with utmost courtesy and respect, they shared their all their worldly goods with those in need, they fought the proverbial good fight.

Bardolpho’s Engine was destroyed by a surprise strike by Scorpion saboteurs. The Thorkhold civilization vanished in a flash, leaving an oddly shaped crater where the very rock had vaporized.

Those Thorkhold dwarves who had been out hunting for food, or visiting the humans, or raiding Scorpion and Scarab settlements, survived. A few thousand at most, out of a city of two hundred thousand. Some settled among the humans permanently, while others were taken in by the Bones of the Earth, whose ideology they embraced with a newfound fervor. The resistance of the Thorkhold chaos dwarves was ended.

Xaric in the Age of Harmony

The Xaric states are all loyal to the Harmonium cause, but their hatred of the Hierarchs of Motmurk and the cities of Omospondia has been the cause of unlawful tension in the past, beginning with unprovoked crimes against the orcs and cumulating in the Midwinter Rebellion when three citizens of Omospondia became members of the Octave at once; this was too much for many in the eight states to handle; led by Haran Firebeard, a dwarf descended from the vanished Torkhold clan, they declared independence from Ortho’s government. The Harmonium had difficulty defeating them for a time, until troops were brought in from Integril to squash the revolt. Shortly thereafter the War of Iron began with the aim of stopping such unrest from without.

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Nice write-up, maybe one of the first with integrated references to other provincial areas throughout...I'll have to re-work some thoughts on the Omospondian write-up...Will there be a forthcoming write-up of the cosmopolitan city of Threerivers?...
Kwint

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