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[[Category:Epic Path]][[Category:Red Sails]]
[[Category:Epic Path]][[Category:Red Sails]][[Category:Red Sails Nation]]
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[[Image:Red_Sails_2.jpg|550px|right|Port Broadsides]]
[[Image:Red_Sails_2.jpg|550px|right|Port Broadsides]]
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Several nations are vying for primacy among the coasts of the Northern Sea and islands of the Silath Tyr region. Each nation's champions are racing to gain sole control over the artifacts and relics of the shattered empyrean vault.


Several nations are vying for primacy among the coasts of the Northern Sea and islands of the Silath Tyr region. Each nation's champions are racing to gain sole control over the artifacts and relics of the shattered empyrean vault.
* [[Alden (Red Sails)]]
* [[Fontaigne (Red Sails)]]
* [[Ottovar (Red Sails)]]
* [[Empire of the Spear (Red Sails)]]
* [[Native Cultures (Red Sails)]]
* [[Fallen Nations (Red Sails)]]


== An Unquiet Peace ==
== An Unquiet Peace ==
The great nations of Alden, Fontaigne, and Ottovar are not at war with each other, though it may sometimes be difficult to tell.  Their ship captains practice a bit of piracy against the other nations, when they think no one is looking, laying claim to supplies and treasures before they can reach their destination.  The cities claim territories far beyond their borders, despite lacking the armies to defend them, just to allege grievances against the neighboring nations when the land is taken back.  Court spies are everywhere, many working for more than one master, and secrets are a currency more valuable than gold.
The great nations of Alden, Fontaigne, and Ottovar are not at war with each other, though it may sometimes be difficult to tell.  Their ship captains practice a bit of piracy against the other nations, when they think no one is looking, laying claim to supplies and treasures before they can reach their destination.  The cities claim territories far beyond their borders, despite lacking the armies to defend them, just to allege grievances against the neighboring nations when the land is taken back.  Court spies are everywhere, many working for more than one master, and secrets are a currency more valuable than gold.


Each of the nations is an invader to these lands, their capitals hundreds of miles from the front lines of this great race.  Only the thinnest of supply lines exist to the homelands (though Ottovar's is the most protected, since they run underground through the Duerenholds), making every new venture a risk.   
Each of the nations is an invader to these lands, their capitals hundreds of miles from the front lines of this great race.  Only the thinnest of supply lines exist to the homelands (though Ottovar's is the most protected, since they run underground through the Duerenhaims), making every new venture a risk.   


Each nation seeks to solidify their foothold in this region, and hopes to drive the others out, whether by depriving them of resources, defaming their heroes, demoralizing them with casual savagery, or assimilating them with superior culture and influence.  Of course, should any of the nations acquire the right artifact, the tide will turn very suddenly.  For the power of the exiled gods was so vast, even the modern gods seek these treasures for themselves.  The right discovery could render all the current posturing and positioning entirely moot.
Each nation seeks to solidify their foothold in this region, and hopes to drive the others out, whether by depriving them of resources, defaming their heroes, demoralizing them with casual savagery, or assimilating them with superior culture and influence.  Of course, should any of the nations acquire the right artifact, the tide will turn very suddenly.  For the power of the exiled gods was so vast, even the modern gods seek these treasures for themselves.  The right discovery could render all the current posturing and positioning entirely moot.
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This is why the nations are trying to avoid open warfare with each other.  By maintaining at least a facade of peace, and the illusion of fair dealings, should one nation gain dramatic advantage, the others can retreat to their homelands without losing too much face.  The victorious nation needn't slaughter all of the players in the game if they win.  Of course, they might choose to do that anyway, if the power they acquire is sufficient to succeed in such a ploy.
This is why the nations are trying to avoid open warfare with each other.  By maintaining at least a facade of peace, and the illusion of fair dealings, should one nation gain dramatic advantage, the others can retreat to their homelands without losing too much face.  The victorious nation needn't slaughter all of the players in the game if they win.  Of course, they might choose to do that anyway, if the power they acquire is sufficient to succeed in such a ploy.


There can be no doubt that these are dangerous times &mdash; rife with opportunity, teeming with risk.
There can be no doubt that these are dangerous times &mdash; ripe with opportunity, teeming with risk.


A few things are common among all three of the great nations: scarcity of magic, belief in the gods, and a nationalistic bigotry.
A few things are common among all three of the great nations: scarcity of magic, belief in the gods, and a nationalistic bigotry.
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It has become quite fashionable in the larger cities to speak only common, and practice the New Way, which takes this absence of cultural touchstones to an artform.  Such citizens have created a carefully constructed form of unaccented language, which eschews euphemism, and frowns on mannerisms and blatant displays of color, seeing such identifying marks as gauche or even rude.  However, travelling to the smaller villages requires a visitor to adopt the language and cultural memes of the locals.  Few individuals are so skilled that they can move between all the nation-states without notice, but they do exist, and they can command quite a price for their ability to slip across borders.
It has become quite fashionable in the larger cities to speak only common, and practice the New Way, which takes this absence of cultural touchstones to an artform.  Such citizens have created a carefully constructed form of unaccented language, which eschews euphemism, and frowns on mannerisms and blatant displays of color, seeing such identifying marks as gauche or even rude.  However, travelling to the smaller villages requires a visitor to adopt the language and cultural memes of the locals.  Few individuals are so skilled that they can move between all the nation-states without notice, but they do exist, and they can command quite a price for their ability to slip across borders.
== The Alden Empire ==
At first glance, the Alden Empire seems a utopia of wealth, power, and ambition. Their cities and villages are constructed with straight lines, and unified architectures, employing sewage systems, and lightstone-powered streetlights. Their government is open to all, their laws published and clearly written in plain language, and their people are encouraged to innovate.  Even the basest peasant can rise to greatness in the Alden Empire, given enough ambition and a good idea.
However, after that first glance, things start turning ugly quite quickly.  Slavery is prevalent in the Alden Empire, and many crimes carry penalties of temporary or permanent indenture. Furthermore, the relentless encouragement of ambition and self-advancement has created a culture of rapacious imperialists, who view the world through a lens of profitability and acquisition.
=== Populace ===
Humans are the dominant race of the Aldenmen. Other races are offered a place in society, but usually in a segregated community. These ghettos prevent unsavory behavior, cultural misunderstandings, and breeding between species, which is viewed as perverse.  Non-humans in Alden can still rise to power, and even join the nobility (one of the lesser familial branches, of course), if they are ambitious enough to do so. 
Most of the Alden citizens are taught to read and write, and most learn at least basic mathematics.  Public school houses offer basic education, which also includes a (very biased) history of the great nations, and rudimentary etiquette for dealing with Alden nobles, and outsiders.  The school houses teach the superiority of the Alden lifestyle, and attempt to instill nationalism at an early age.  All people are welcome to the school houses, even adults, as long as they are willing to learn.
=== Culture ===
Aldenmen are not uniformly devoted to any particular religion or pantheon, though most of its citizens practice at least cursory faith with one or two of the gods, if only to hedge their bets a little.  Given that the gods are known to walk among the people, it's usually a good idea to at least appear ''a little'' pious.
Alden cities are extremely organized, with strictly enforced laws.  Their streets are well-lit, and diligently patrolled.  Merchants must be licensed to sell products or services inside the cities of Carcassus, Avernus, Vorthus, or Paranthus,  though commerce outside of the cities is largely unregulated.  Laws are published for any to see, and written in all languages.  However, the punishment for even the most mundane or minor of crimes is frequently some form of slavery, either temporary or permanent.  Some guardsmen are more quick to take advantage of these laws than others, seeking any opportunity to improve the local labor force, as long as it is mostly lawful to do so.
The Alden navy, known as the Red Sails, is the mightiest fleet on the Northern Sea.  Their ships-of-the-line are seemingly innumerable, and of impeccable quality, serving as an all-too-common presence of law on the seas, ruthlessly hunting down pirates who are careless enough to come into their sights.  Those unfortunate enough to be caught are usually tried by the highest-ranking officer present and hung in the nearest port, as a warning for other pirates.  The officers of the Red Sails claim they are incorruptible, and serve only justice, even when that justice is not favorable to Alden.  There are numerous stories demonstrating that this claim is true, where Fontaigne merchants have been treated with fairness and respect, even when the Alden nation gained no (apparent) benefit from it.
Slavery, obviously, is not illegal in Alden, and the trade in slaves is protected by the Red Sails, and the city guards.  Escaped slaves are criminals, not victims. 
One note of particular interest is that, despite its very strict laws, the governing bodies of Alden take a dim view to bureaucracy.  There is no massive infrastructure of administrators, and what little paperwork is required is quite succinct.  Contracts are used in all deals, but are required to be written plainly, so all parties understand.  The spirit of the contract is enforced, often with magic, and deal-breakers are seen as little better than pirates or thieves.  The noble families keep only the minimum records and receipts of their business dealings. Even the courts, which are constantly busy, are efficient affairs, with few bureaucrats to bog down the process.  Governing is seen as a part-time job, with little value. Anyone looking to turn politics into a career is obviously not interested in improving Alden, but only themselves.
=== Magic and Technology ===
As with all the nation-states of the region, only the most established noble bloodlines possess arcane magics. The common folk are completely cut off from this power, except through its sale or use in the cities governed by the nobles.  Magic items are either owned by the noble houses (even the street lights in the cities), or are loaned to their favored champions.  Some family heirlooms exist outside of the noble families, some of which are quite powerful indeed, though their origins can always be traced to a member of the noble bloodlines, if you look far enough back.
This is not to say that no magic items can be bought or sold in Alden, only that it is rare.  A few members of the noble bloodlines, especially those too far removed from leadership positions within the family, take up the creation and sale of magic items.  They see this as not just a way to make money, but also a means of strengthening their nation by empowering the citizenry to tackle their ambitions and bring more glory to Alden.  Of course, only a few such shops exist, and the demand for their services is quite high.  Furthermore, no Alden nobleman would ever sell a magic item to a foreigner.
=== Notable Figures ===
There are six bloodlines in the major noble houses: Akkadia, Baldrick, Flemmish, Forsythe, Poshfellow, and Treacle. Because the great families intermarry, numerous last names, noble titles, and other appellations exist, meaning that each nobleman of these bloodlines might have one of several dozen last names, or may choose to go by some honorific, such as "Bertrand of Nunciate".  Oftentimes, if you are not one of the Blood, these titles are confusing or meaningless, leaving little indication that the individual even belongs to one of the major houses (indeed, "Nunciate" is a little-known duchy back in the Alden homeland).  Certainly, the way they dress, the manner of their speech, and the forms of address and etiquette would give away their noble status, but very little would indicate to a casual observer that they were facing a potentially powerful wizard or sorcerer.
Of course, some members of Alden's blooded houses are too noteworthy to ignore:
* '''Adrian Flemmish:''' The primarch of Carcassus, this barrel-chested human, covered in thin scars, rules the slave mines with a fearsome efficiency.
* '''Zane:''' A good-natured, approachable fellow, who sells magic items in a shop in Paranthus.
* '''Victor Malmont:''' The admiral of the Red Sails fleet.
Outside of the Blood, numerous noblemen and commoners have made a name for themselves in Alden:
* '''Gavin of Tideswatch:''' Governor of Avernus. Known for his sharp mind and long-term planning, as well as his strict, but fair, application of law.
* '''Anastasia:''' A ship's captain of the Red Sails, famous for her hatred of pirates, and her relentless focus.
== The Ottovar Empire ==
The Ottovar Empire was founded by the Ottovar clan of dwarves, and continues to be principally governed by the Ottovar family.  However, they embrace all races, and encourage immigrants to join them, as long as they are willing to work and contribute to the success of the Empire.  The Ottovar Empire is based in the Brun'holfen Mountains, which bisect a thousand-mile stretch of land, beginning in the east, where they merge with the Cea Dorsal mountain range, and stretching west into the Silath Tyr.  A massive network of underground caves link the Ottovar clan with several other dwarven clans.  Numerous keeps, towers, and castles have been built in the Silath Tyr, in order to establish a foothold here. 
The Ottovar Empire is quite new to travel by sail, and their ships are slow, clunky affairs, though they are quite durable, and highly resistant to sinking.  They have yet to establish much of a presence in the islands of the Northern Sea, and are eager to do so. 
The empire is renown for its trade and bargaining, and merchants are granted the highest respect in their society, with caravan guards being a close second.
=== Populace ===
=== Culture ===
=== Magic and Technology ===
=== Notable Figures ===
== The Fontaigne Empire ==
The Fontaigne prize art, music, poetry, dance, and philosophy above most other endeavors, and view the fine arts, as well as social graces, with the highest esteem.  They are viewed as foppish and shallow people by most outsiders, who see their refined mannerisms, their disdain for manual labor, and their constant need for parties and gallantry as weakness.
But beneath this admittedly-thick veneer of sophistry is a burning passion for honor, and a deep love of rebuke and revenge.  While getting angry in public is often viewed as uncouth, few Fontaigne can resist the call of a duel of honor against a villain who has slighted them.  Indeed, the Fontaignes have many kinds of duels, each with differing degrees of etiquette and lethality.  All duels, even those to the death, are legal.
Poverty is largely unknown among the Fontainge, as charity is also regarded as a great virtue, and all those wealthy enough to comfortably sustain themselves often feel socially obliged to take one or more struggling families under their wing.
The Fontaigne are fussy about etiquette and dress, and entertain elaborate rituals at meals, social gatherings, dances, and within their politics.
It is thought that the Fontaigne seek the treasures of the empyrean vault to advance their arts, rather than to ascend to dominance in the region, though this cannot be said for certain.
=== Populace ===
=== Culture ===
=== Magic and Technology ===
=== Notable Figures ===
== Empire of the Spear ==
The Empire of the Spear are a tribe of arrakanza ([[Half-Orc]]s) who, at least by the standards of other arrakanza, have "gone soft" and taken up a civilized lifestyle.  They build permanent towns, villages and cities, and have taken up farming and the domestication of livestock, rather than embracing the freedom of their ancestral nomadism.
Of course, by anyone else's standards, the Empire of the Spear is still a horror-show of savagery.  The Empire of the Spear is still fond of gaunts, and other violent traditions of the arrakanza.  While they accept other races into their lands, such immigrants are always treated as a lesser class of citizen, with fewer rights and often open disdain.  Only the most sadistic and crazy non-arrakanza tend to thrive in this environment, as only they can establish themselves as worthy.
=== Populace ===
=== Culture ===
=== Magic and Technology ===
=== Notable Figures ===
== Native Cultures ==
A number of tribal nations and small pockets of civilization exist in the Silath Tyr region, having lived here before the major empires started to invade.  These city-states are vulnerable due to their isolation and lack of unity.  While, individually, they are more than capable of defending themselves from aggression, they cannot withstand the onslaught of any of the larger nations' attention for long.  Each of the big empires can bring massive navies and expend exorbitant treasure to overwhelm any of these city states, once they decide they want to.
While very different from each other, culturally, these natives have a few things in common.  They tend to be racially homogeneous, with little allowance for outsiders to permanently join their cultures.  They tend to be experienced sailors, with a long history of exploration and navigating the many hazards of the Silath Tyr region.  And each have survived the unceasing attacks by the Tenoch Tecalli, an aggressive clan of amphibian creatures who are also native to the area.
=== Populace ===
=== Culture ===
=== Magic and Technology ===
=== Notable Figures ===
== The Predecessors ==
Very little is known of the Predecessors, save that they once ruled these lands from their flying cities, employed magic beyond imagining, and were ascended beings, gods, who had been exiled from some far away land.  It is the shattered remains of one of their flying cities which now invites these many people and cultures to invade this land, in hopes of unlocking its secrets, and harvesting its power.
== The Silath Tyr ==
The Silath Tyr once dwelled throughout these lands, building beautiful cities of lace-like stone.

Latest revision as of 22:17, 8 January 2018

Port Broadsides

Several nations are vying for primacy among the coasts of the Northern Sea and islands of the Silath Tyr region. Each nation's champions are racing to gain sole control over the artifacts and relics of the shattered empyrean vault.

An Unquiet Peace

The great nations of Alden, Fontaigne, and Ottovar are not at war with each other, though it may sometimes be difficult to tell. Their ship captains practice a bit of piracy against the other nations, when they think no one is looking, laying claim to supplies and treasures before they can reach their destination. The cities claim territories far beyond their borders, despite lacking the armies to defend them, just to allege grievances against the neighboring nations when the land is taken back. Court spies are everywhere, many working for more than one master, and secrets are a currency more valuable than gold.

Each of the nations is an invader to these lands, their capitals hundreds of miles from the front lines of this great race. Only the thinnest of supply lines exist to the homelands (though Ottovar's is the most protected, since they run underground through the Duerenhaims), making every new venture a risk.

Each nation seeks to solidify their foothold in this region, and hopes to drive the others out, whether by depriving them of resources, defaming their heroes, demoralizing them with casual savagery, or assimilating them with superior culture and influence. Of course, should any of the nations acquire the right artifact, the tide will turn very suddenly. For the power of the exiled gods was so vast, even the modern gods seek these treasures for themselves. The right discovery could render all the current posturing and positioning entirely moot.

This is why the nations are trying to avoid open warfare with each other. By maintaining at least a facade of peace, and the illusion of fair dealings, should one nation gain dramatic advantage, the others can retreat to their homelands without losing too much face. The victorious nation needn't slaughter all of the players in the game if they win. Of course, they might choose to do that anyway, if the power they acquire is sufficient to succeed in such a ploy.

There can be no doubt that these are dangerous times — ripe with opportunity, teeming with risk.

A few things are common among all three of the great nations: scarcity of magic, belief in the gods, and a nationalistic bigotry.

Scarcity of Magic

Arcane magic use is restricted to the great noble families of each nation. Each nation usually has several families with bloodlines that possess a gift for magic. However, breeding of these blessed few outside of the established families is strictly prohibited, often resulting in execution of any bastards and their parents. As a result, no one native to Alden, Fontaigne, or Ottovar, possesses the ability to cast arcane magic, unless they were born among one of the noble families. The common folk, who experience arcane magic only as bystanders and witnesses, usually view it with awe and terror, since the noble families are rarely fair towards such folk.

However, the noble families are also deeply invested in the success of their nation's affairs, both financially and emotionally. Most of the families devote great energy to ensuring that their magic is used to their nation's best advantage, from making enchanted items available to favored adventurers, to providing streetlights for their cities, etc. Some of the families take an even broader view of their obligation to their people, using rituals to increase virility, fertility, and promote health among their citizenry. It is rumored that such magic might also ward their cities against outsiders, or those seeking to harm the interests of the noble families and their nation.

Belief in the Gods

While each nation has its own pantheon of gods, it is quite common for citizens of each nation to pay at least some obeisance to all of the gods who might be listening. This is because the gods are not some concept of belief, or a divine council of nebulous beings who sit in the sky looking down on their subjects. The gods walk the land, often in disguise, and take a very active role in the world. They are extremely powerful beings, defying description or any known limits, so it is a very foolish person who treats a stranger too callously, lest they discover that stranger to be a god in disguise.

Speculation on the origin of the gods is rampant. Some believe they are merely people who grew their power beyond all reasonable levels, while others suspect the gods are invaders from another place where all beings are absurdly powerful compared to the people of this world. Hundreds of other theories exist, but the central truth is that the gods are real, and they are interested in the affairs of the common man. Of course, that interest can take many forms...

Nationalistic Bigotry

Each of the great nations sees people of any other nation as lesser folk. This is exacerbated among the nobility of the great nations, since they commonly view their own citizenry as lesser folk, and outsiders as nothing more than uncouth filth. It is very difficult for citizens of one of the great nations to openly visit cities of another nation. Such brashness typically leads to imprisonment as a spy, or worse. Consequently, many people who travel between the nation's borders are careful to hide their nationality. The successful ones are careful to hide their accents, mannerisms, and other tell-tale signs of their origins at all times.

It has become quite fashionable in the larger cities to speak only common, and practice the New Way, which takes this absence of cultural touchstones to an artform. Such citizens have created a carefully constructed form of unaccented language, which eschews euphemism, and frowns on mannerisms and blatant displays of color, seeing such identifying marks as gauche or even rude. However, travelling to the smaller villages requires a visitor to adopt the language and cultural memes of the locals. Few individuals are so skilled that they can move between all the nation-states without notice, but they do exist, and they can command quite a price for their ability to slip across borders.