https://sites.google.com/site/abrigon/gaming/g-dinas-aetor-the-citySubject to Change as I find holes and better ideas and errors.
DINASTHE CITY
Work in progress)(06/26/2002)Saturday, June 15, 2002ByMichael Adams1. Basic Description/Introduction.2. Origin3. Government4. Location and Geography5. Languages6. Races/Cultures7. Politics8. Groups9. Places of Interest10. Customs11. Dieties/Relgion12. History13. Economics/Money14. Magic15. Story Start Points.Likely will change some things around.------------------------------------------------------------BASIC DESCRIPTION:Tech level is like later bronze, to early Iron Age, maybe later in some regards. Magic exists, but it is not common, other than for sages, clerics, shamans and like.The town of Dinas Ator (named by the local tribes), as most knows, started as a local Keltoin seasonal fish camp on the Shara River, but it was also a good place for Thessa merchants to stop, refill their water casks, and trade with the locals. And do some hunting. Since the Shara splits just before the town, leaving a small forest covered island. The founding was some 220 years in the past.Over time, the merchants built a palisade, first on the island, then later on a Cape Thessa to the north of the town. Building a fort on the cape, to include a light house. The cape and now the light house, has been and is a major navigation marker for sailors. The town is located mostly between the fort, and the docks across from the island. The docks were once on the island, but over time they have been moved to the cape side of the river. First they were just aplace for ships to be beached, but then pilings were driven into the river bed. Recent movement is to make the docks into stone, and a real causeway to be built to steer sediment around the dock, to keep sediment from turning the harbor into a sandbar.Over time a steady trade came about between the merchants and the locals, some extending into the interior (up river) with their relations and other tribes.With some forming of specific clans/families who do the trading.Some Galadh merchants also came by (Galadh is a set of city states, that over time have been over taken by the local swamp, so water trade is a must, especially for things like grains. Of which there is a lot of grain and like being grown in the area. Serfs or slaved, not sure. Could be orcs or like? Not sure.A council under a merchant leader rules the town. Sort of a mercantile council. Not sure if there should be a noble class, or baron or like. There is an upper class, mostly made up of Thessa merchantantile families, but there is some mixing of locals and Galadh and Thessa origins.The river Keltoi, many times operate barges that go up/down river to towns up river (the towns are either on islands, or on pilings in a lake). So there is a road for the barge-men along the edge of the river.The walls of the town are packed earth, with a wooden palisade with watchtowers. There has been a movement of late to replace the earth and wood with stone and stronger materials. With some paving of the main street in cobblestones. Next to the hill fort for the merchants (on the cape), there is a small parthenon for the Thessan gods. As well as a Lighthouse (wood and earth for now, but work to replace it with a stone one). The local lingo is based on a pidgin of Thessa and Keltoi. But Thessa and the local dialects of Keltoi are also spoken alot.I do know that near the docks, there is a small inn/bar, called the Griffins Inn. It is run by an Amazon Female, a Mage, and an intelligent badger (rarity for sure) who hides his identity from most (he is the accountant after all), and the Satra bouncer (Satra, four arms, gorilla like in size, war like). Looking for ideas, and stories to fill things in. Somethings might change as it become necessary. The idea for the Galadh, is they are city-states, surrounded by an ever-encroaching swamp. So most foods have to come from the sea or via trade. The Swamp, possible idea for it was that it is the home of some Cthulu or Horror like creatures. The Bayou if you will.The Galadh seem to be related to the Keltoi. But higher in tech than them.----------------------------------------------Working on a map for the town.There is starting to be the rise of a truly hereditary nobility. Some are the children of the local tribal families, while some are the children of the merchants and more.Uses for ideas, the early roman republic. Roman Empire to a degree. Also Dark-over (MZ Bradley), Witch-world series (Norton). And other historical periods/nations/etc.1. ORIGIN:Some 200 or so, Thessan traders on their way to the Galadh high cities, who normally passed by the mouth of the river later known as Shara, they would stop at the island in the middle of the river. For re-supply of their water casks and food supply. Originally forming a small palisade for fishing, hunting, water collection, and salting of food.They made contact with one of the local tribes of the races the Thessa called the Keltoi, who used the mouth and island as a seasonal fish camp. The exchange was peaceful, and trade commenced. Over time the merchants build a palisade on the island later called Helios. And a trading post became permenant. Over time, more locals came to trade, some settling permanently, as well as the families of the merchants. Forming the beginning of the town call Dinas Aetor or Helios (Thessans name for their onclave).Later, some traders with local guides, moved up river to trade with the tribes of the interior. Some local people from the interior tribes also came to the town to trade, often from miles away, bringing their small boats.The local tribes have a home fort, but the majority of the tribe will wander with their herds of cattle, horses and sheep until winter comes and then they all move back into their home fort.Home forts are of a mixed nature, depending on local terrain, and customs.Some will build it on a knoll or like, building a hill fort to act as a base for their tribe. Other groups will build a fort on an island in the river, or on pilings build a small town in the middle of a lake.Also some Galadh traders came to visit, noticing the large tracts of open land that is perfect for grain and like products. They then started their own areas f town, and formed small plantations. Their home has a major shortage of food, due to a lack of land for farming.There are pirates, rival merchants, marauding tribes and more. Also the world is ancient, and the humans are the last to come here. So there is a lot of old sites of power and mystery. As well as other humans, more? Okay, got some basic ideas for two characters.Originally founded as a trading post for Thessalonian to Galadh/High Cities trade. Later became central to the trade into the interior via the Shara River. Owned by one of the Thessalonian trading families, but over time the trading post became a city and as well gained its independence from outside. Though some old Thessalonian and Galadh families own land here.2. GOVERNMENT:Government: Loose mercantile, ruled by an Archon, elected from the major families, to rule over the Town. With a city council made up of representatives from the major temple, major families (including clans), and merchants. The local tribes are loosely tribal. Some are more clans or extended family, some are almost mercantile in nature, and some are based on strong men.The River Keltoi have slowly become more based on alliances cause of mercantile connections, but they started out as small family groups, related to many in the local area. Sort of extended family/clans. Family connection better than social connection still.---------------------------------------------3. LOCATION/GEOGRAPHY:Located on the Shara river delta mouth. Built originally on an island in the delta, but over time it has expanded outwards from the original trading post (fortress) to include the whole island as well as some wealthy citizens' outside/off the island. The hill fort built on Cape Thessa, to the north of the island of Helios. Was build first as a watch tower and lighthouse. But over time became the fortress for the Archon and the city council.The area around Dinas Ator is rolling hills, plains basically, with small crops (grouping) of trees in low valleys. Much like the area around the farm in the old series "Little House on the Prairie". Mountains to the west and north, of in the far distance. Also some possible to the south. The ocean to the east. None of the rolling hills for the most part is above 300 feet or there about. There are some places with small caves and rock outcrops.With the Shara River flowing through a valley, like a snake from the west/WNW.There is a road of sorts, but it mostly follows the river west. Every once in a while, a roadhouse or like is there along the road. Especially at places like fords and portage areas (where rapids or like exist, that make barges goingdown/up river near impossible). Where the cargo has to be unloaded, carried around the obstacle and then reloaded, if possible on the original barge (if the barge can be brought about the obstacle, like rocks/sandbars and like). And off on its course. The road along the river is often used to tow the barges upriver, since the river is not big enough in most places to allow sailing and the winds are not in the right direction.The town has an obvious wood bridge that goes from the island to the mainland, towards the hill fort. There is a movement afoot to replace it with a real stone bridge, with a gate house and draw bridge. Especially as the upper class on the island increases in size and wealth.4. SOCIAL:Rich live mostly on the island, manor houses at their farms, or near the Cape Thessa Fort/Light House.Middle Class, live mostly near the center of the town. Or if possible on the island or on their farms.Poor, living mostly near the docks, or outside the city walls.Alternate, is the rich live on the hill just below the Castle, on the Island in the river, protected by the river and their home troops. Or on estates in the countryside, protected by their own soldiers.Upper Class mostly made up of rich Thessan merchants.Middle Class mostly made up of towns people, mixed Thessan/Galadh and Keltoi.Lower Class mostly made up of refugees and those cut off from family support.------------------------------------------------------------------------------------------------5. LANGUAGES:Languages:Keltoi: There is various dialects of the language, the local is a form of river Keltoi, which is spoken by main tribes in the river valley that follows the Share river.Koine (based on Galadh and Thesslonian with influences from Keltoi)Thessalonian: Sort of a form of Greek, but will work on it.Galadh (related to Keltoi, but different): Likely broke off from the Keltoi language some centuries ago.--------------------------------------------------6. RACES/CULTURES:a. THESSAN: Visitors, most locals of Thessa blood are mixed/part of local culture. There is some representatives of the merchants, upper class citizens adopts Thessan habits.b. KELTIN: River predominates, but other tribal groupings are seen in the town.c. GALADH:Other races from time to time.d. SHINDA: There are some, but they stay hidden.e. GLUBNON: Mostly stay to themselves, other than attending seasonal fairs in Dinas Ator.f. HAVLIN: They keep to themselves for the most part, sometimes you can see them wandering around, planting trees.RACES:Shinda are tall, pale beings, with hair that is normally black oryellow. Their attitude is one of detest for the lower forms. If youhave ever seen the movie "Heavy Metal" namely Den, theimmortal there is the ideal. Similar in attitude to Melnibonians.Satra are tall, heavy set, hairless, dark of skin, four arms, noobvious gender, they are very loyal, very strong and warlike. Theyused to serve the Shinda as their enforcers, but over time have foundtheir own culture again.Glubnon are short, brown of skin, heavy set, bearded, light of hair,all seem to be male. There is females, but the Glubnon social orderis wasp like, with a queen and princesses.Havlin are short, light boned, green/brown of skin. They love trees, each group having their home or home tree type. They are amazing with non-normal tech/magic.The races came from other places, but were bred to serve the Shinda fell into ruin. But most have a burning hatred of Shinda, there is races that are Shinda like, but that are not the norm, some that are back to basics type, or who did not follow the path to Empire and like.Most in Dinas are human. Thessan traders who sail from their home to the south, along the coast to the north trading the inner sea. Keltoi traders who travel up the river Shara, trading along the way. They form a separate culture from their plains dwelling cousins. Dena, a group name for a variety of different groups, some tribal, some not. They live on the edge of the region, and little is known of them. They are said to be great warriors, or cities of gold, or human sacrifices. Not all is true.----------------------------------------------------7. POLITICS/RELATIONSHIPS WITH LOCAL POWERS/TRIBES:So far the need for trade, and some gold to the right people, has kept the local plains tribes from attacking/raiding. Raiding is not know, but most times it is singular or small group raids by outlaws or youngster out to make a name for themselves. Two major Plains tribes in the region are the "Blood Wolf" and the "Death Bears". Size around 100 families' total, but spread out. Both are not enemies to each other, but wary. There has been some trade with the new Glubnon colony to the SW of the town. They are a one-minded group. Most seem to be males, but little interested in human females the whores' guild as mentioned, but they do love to drink, and trade in gold, other minerals, crafts and more.There have been reports of some Havlin, who are living in one of the valleys of the river to the west, but it was some days away, and of little notice for now.TRIBES:FOMOR demonic and hidious for the most part, barely human. Morc Conann BalorPARTHOLAN Sera Partholan (son of Sera, came to the world from the west) Dealgnaid (Dalny) (wife of Partholan) Rory (son of Partholan) Starn (brother to Partholan, same parents?) Tuan (turned into a wild stag, likely some sort of protection?) (Son of Starn) Later turned into an Eagle and then a salmon).NEMED Nemed son of Agnomon (brother to Starn)FIRBOLG Fir-Bolg (tribe) Fir-Dombab (tribe) Galioin (tribe)Semion Mac StariatEochy (yoo-hee) Mac Erc, who married Taltiu, daughter of the King of the Great Plain (the land of the dead). DANA: Had more magic than the others other than the Fomor. Nuada Bres (1/2 Fomor)Falias, Gorias, Finias and Murias towns in the old land of the DanaKian, Gubon, and Sawan three brothers. HUMANS: Some named by their alliance with an animal. Osraig Some named by alliance with a deity or decent from. McLugh Some named for their decent from almost mythical ancestor. --------------------------------------8. GROUPS:Healers of the Hand have an orphanage here (See Orphanage), they do not run it, they just support it. There is at least one roadhouse on the river road that is run by the order.Knights of Tiln (Name change?): Have a chapter house here. They use the orphanage as a recruiting source.School of Magic: It is outside of town. Location is unknown, rumored to be hidden by powerful magic.Various temples and their support staff.The Guards of the City:The guards are made up of select donations from the major houses of the town, as well as hired mercenaries (hired by the "Mayor"), and officered by the young sons (daughters?) of the wealthy and of those who can afford to put the child through the "Academy". The cadets are from the wealthy families, designed to give the youngsters something to do, to get them to be friends with their competitor families (less chance of Civil war?). Also a sense of civic duty drives them on. There are some officers of the Guard that came up from the ranks. Dinas Ator is still young enough, that self-made soldiers can come up, and become officers.----------------------------------------9. PLACES OF INTEREST:The Griffin Inn (seedy, but well known) located just off the west docks, up near the lower gate. Run by an odd group of characters.Merchants Aid House, very important place if you wish to become a merchant or to send/receive cargo. Also acts as a hiring hall for mariners/sailors. Paid for by tolls, tariffs and fees from the trade that comes into town, as well as membership dues.----------------------------------------------------10. CUSTOMS:KELTOI:Keltoi tribes/clans are a mix of groups claiming decent from an animal. Like people of the wolf. Or from a major person/diety. Mc/Mac/Ui/Ap and likeMcLyre = descent from Lyre the god of the sea.Also by class, be it warrior, priest, or worker.Clans are also based on traditional alliances. Sort of where a Clan takes over the protection of another, and along the way the sub-clan becomes closely tied to the major clan.After all the barge crews are mostly based on family, with some who have been adopted into the clan, maybe even full families.Adoption and Fostering out: Common practice. Where a family will foster out, their child(ren) to an enemy (hostage), or to cement alliances, or to show respect to ones superiors. Also for reasons of skills, a child might be fostered to a master of the art/skill for training.Acknowledged children: Not unknown for a son to show up at a local lord and claim to be the mans son, and if the mother had spent time with the king, the king might acknowledge the man as a son, minor one though, but that might change over time.Inheritance: Inheritance especially of titles and land was by decent of the grandfather of the current ruler. So if a ruler died, all his male second cousins could vie for the crown. Could get ugly, especially if the grandfather and his male children were prolific or adopted/acknowledge a lot of sons.Brideprice: A custom of the local tribes, is slowly making inroads with those of Thessan ancestory. Namely where the groom will "steal" his bride away, and if he can keep her hidden for a lunar month, they can then marry. But if the grooms is captured before the time, he may be executed without prejudice or worse.Bards: Are sacred to the Keltoi, they practice magic in the form of sarcasm.Namely they can make fun of anyone with no response from the one so puned.Cattle Raid: Often a way to get back at something done by another tribe. Sort of revenge. They can become legendary. Also a way for youngsters to count coup and like actions to show their worth.Watch Fires: Are lit on high hills to allow for warning of major raids and like problems.THESSA:Civic duty to the community. City sons/daughters are bound to do some civic service, be it serve in the militia, or the civil services. Once they have completed their first 3 years tour, they are adults and are considered citizens.Weekly feast day to one of the Gods, to burn offering at the temple.------------------------------------------------------------------------------------------------------------11. DIETIES: Some of these maybe based on Lithe Lords, or something else.THESSA:Tela Orphans, hospitals, travelers, and merchants.Tiln Chivalry, honor, illusion (specific ones)Uruk Lord of mysteries, magic and other hidden things.Valen Chief God, father figure, civic/family duty.Kaos Primal OriginGia Mother EarthRes War, brutal warMeter Crops fertilitySydon Ocean depth, horsesHitea Sex - CultKles Champion, strength. Former MortalRos Love, pleasureDeas Death, lord of the underworldNises Fruit of the Wine and what it brings. CultThena Mother of Tiln and Tela wife to ErmusErmus Travel/Commerce/Messenger of the Gods.Era Wife of Valen, wives.Faet Smith, creativity, volcanus, victims, handicaps.KELTOI:Lear: God of the Sea.Anon: God of Death and lord of the land of the dead.Curon: God of fertility, of chaos, of rebirth, of the wild animals and the hunt. Master of the wild pack of hounds. Also of time?Epona: Goddess of horses, freedom, and travel. Also of the sea.Shaka: Blood red mother goddess, different aspects are for other aspects.Red Dragon like, often also the goddess of trouble, strife and infertility.Morga: Three goddesses of war, death, destruction, and rebirth. As well as fate.Lugh: The bright, the sea. The Water of Life.Daga: Rebirth. Master of shape changing.Annon: Lord of the dead.Nod: Leaders and kings.Gubno: Smiths and father of the Glunon.Havik: Trees and forest creatures, father of the Havlin.Taen: The watcher, protector, the one who waits for the next cycle.Some in Dinas will mix the titles of like deities. Especially as the population of the town mixes.RELIGION:Cult of the sword, where swords were dropped into lakes as a sacrifice.Sacred Animals:Boars: Courage, strength. Boar spines are powerful talismans. Supernatural boars maybe common.Salmons: Knowledge and secrets.Birds: Trouble, badluck and bloodshed. Ravens especially.Horse and Cattle: Fertility. The Keltoi sometimes eat horses at special festivals.Serpents and Dragons (Drake?): Trouble, strife and infertility.Dogs, especially black ones: Warning of trouble, and danger.Symbols: Anything in threes. Dieties often portrayed in threes. Faces and like.Idea of reincarnation, especially the third time it has happened.-------------------------------------------------12. HISTORY OF ABRIGON:Ancient Real History:Shinda built the sphere, their civilization crashed. A Lithe crashed near Dinas Ator and the Shinda on the Lithe went to ground, building around the ship, until it was covered. Over time the ground became the island that the town is located on. Over time water and dirt/rock covered the Lithe. The Shinda below still live and have a civilization of high tech, but have a need for ... people? food? What? Maybe why people are disappearing from the city? Dinas founded some 200 years ago as from a fishing village of the Keltoi (need new name for sure), by the Thessa, mercantile nation that is based on a loose oligarchy. They needed a trade route to cities to the NE (across the bay, Galadh?), and Dinas was about 1/2 the way between the two areas. So over time the merchants moved in, set up a trading post, hired locals and over time the cultures mingled. But not always nicely, after all there is some locals who are also merchants, plying the river Shara back into the interior and the towns along the river. Towns along the river are often on pilings in the river, or islands in the river, to protect them from marauding bands of barbarians, dragons and like, as well as weather. After all flowing water is often seen as a proof against evil/vampire/etc?With some underlying tension, especially with older families, native merchants, and newer merchants and ones from the other land (I need a name and culture idea, the idea is independent cities who are facing a horror or like?).Major thing:Shinda are not elves, often they are hated and despised due to a past of enslavement and foul treatment of the past. Especially since many non-Shinda (other than humans) had to win their freedom in violent ways). Satra are not just kill machines, or orcs or trolls. Glubnon are wasp like but not mindless for sure. Just one female may have from 1-30 males for her husbands.The Thessa know some Shinda and learned much from them, so not all Shinda are hated. Shinda who come from the sky are hated, those underground are not known off. Glubnon live underground in giant mounds they often build themselves. Havlin are not Hobbits, they have a culture that is more tree bound, but not always. May have to tone them down for the average one, versus the master!?Lithe Lords rule over the surface still in many places as Gods or demons. Some call them Gods; some call them Demons, and so just ignore them. But some have not lived long to ignore them. So far Dinas Ator has been free of visits by them.----------------------------------------13. MAGIC:Major magic is shape changing.The Geas, namely a person underone went beyond obsession.Example is only could eat certain foods, do certain actions, can not be seen to eat. And more.Knowing the true name of a person/deity was dangerous, and unlucky. So people have two names, one private, another outward.Flying ships or that went fast.the Lia Fail (the Stone of Destiny), could tell the fortune of the one who held it, or sat on it. But it was in a rythem and many times meant a quest.the sword of Nuadathe spear of Lugh of the Long-Arm. Would hit and kill what it was thrown at. But had to be held in special gloves and in a vat of water cause of the heat of it.the cauldron of the Dagda (the good god) would bring back to life anyone/anything put into it.boat and horse of Mananan Mac Lirsword FragarachDagda's Harp---------------------------------------14. ECONOMICS:Coinage is mostly based on weight and known purity of the metal, or other method of exchange.Wire of gold or silver, electrum. Also bags of salt and like minerals.There is some movement to make coins in the model of the Thessalonia.Thessalonians coins are often a solid 1/4 pound of gold. Since the only know gold mines are in the lands of Thessalonia, the supply is limited. Rumors that the Glubnon mine gold has yet to be proven, but it would like change a number of things.----------------------------------------------------------------------------------------15. Start Point for the Story: Plot Lines:The Quest: Be it for power, adulthood, to make amends for past errors. Knowledge or an artifact that can defeat some great evil. Or just make the world right. Philosophical quest or more physical ones. Classic is the Quest to destroy the ring of doom. Or to retrieve the Silmarillions. Or to kill vampires.Basic main and support characters:Mentor, often seen as weird. Merlin/Obi-Wan/Yohda/Gandalf. Mystical and slightly crazy. Often having other lives than the one the characters see.Fighter/Guard: Boromir?Lost King: Aragorn.Comic Relief: Be it Friar Tuck or like. Sam Gamgee is sort of this, but Merry and Pip are better ideas of this. Allen Adale is sort of this, but he is a flop.Child: Often the main character, as they go from being a child/innocent to becoming known, but sometimes tragic. Frodo is a classic. Anakin is a combination child and tragic figure. Anakin is just one of several main characters it seems.The Protected: Often the child, for they often needs protection. It can be a princess in need of rescuing, or escorting. The main character can then become a tragic cause of the love for this lady/person. Lancelot for example.Tragic figure: Often on a quest to find their innocence, or they have fallen from power. Lucifer is classic of this. In the search for more, they loose everything they once were. Boromir is sort of this. Obi-Wan in ways is this as well. Was proud, but cause of his mistake, he fell, and spent the rest of his life trying to make amends. Jar Jar Banks is another tragic. Lancelot for example.Support/Friend: Little John, Sam Gamgees, Chewbacca are classic. They often in ways are stronger than then main character, they pick them up (main) and keep them on the path.The two characters I am thinking of, one is a cleric/monk like character. The other a Paladin like character. I know not the normal, Fafhard and Grey Mouser sort of things. Other characters possible. Should they be done in a normal adventuring way, or some other genre? First stories I was planning on doing with them as youngsters, while later to do them as older.Medieval mysteries, or artifact recovery or what?-in or –on means a race/speciesGlubnon – short stocky race, males bearded, females hardly ever seen.Havlin – short, lithe, love to hide in the forests.Shindin – tall, autocratic, pale of skin. Condesending attitude.Satrin – Tall, stocky, four armed, gorilla like.Humon – various cultures. Most seem to have come to Abrigon some 1000 years before via a crashed space ship.Luka Wrote:Guilds, eh? Is it certain that the town would even have guilds? It might bestructured along filae or fratriae rather than a guild structure -essentially derived from the older, tribal structure, where clans (notnecessarily blood relatives) form the basis of society. I believe guildsdeveloped slowly as the town expanded and the importance of the clan fellaway while the importance of the individual as professional (rather thanindividual as blood member) fell away in the face of economic development.World Name: Abrigon (Dinas Ator and area around it)Area around Dinas Ator:Climate: Plains, semi-arid.Regions: Dinas Ator, Thessa City States, High Cities of Galadh.Forests: Some, but mostly around island, sporatic.Mountains: Far in the distance, rolling hills.Swamps: Not many. This is an esquary/delta.Grasslands: A lot of it.Desert: Some small onesKingdoms/Civilizations: Thessa, local Glubnon, some possible Shindaand others.Festivals: Various, due to mixture of religions and culturesCities: Dinas AtorGovernment: Dinas is a combo government, each think they rule, but.Towns: Dinas Ator, Thessa (more likely), High CitiesCensus: Local region around 1000-2000Standard creatures found in the region:Religion: Mixture of Greek, Celtic and Native American myths (Mixture)Cultures: Thessa, Local Mixture, High Cities (pseudo Celtic), Mixed American Indian.Population:Races: Human, Shinda (some), Satra (more than some, but not common),Glubnon (uncommon),Havlin (rare) not sure about more.Attitudes between races: Shinda hated due to once ruling the planet, and slavery.Variations Classes:Merchantile class (Thessa linked, and interior ones). As well as other classes.Basic story:Ages ago, the Shinda ruled the world. Enslaving all of the races but humans. The other races were taken from other places. Over time, the Shinda became lax, and the races revolted other than the Satra (for the most part), humans coming to the world began the last major revolt. This was some 1000 or so years ago. The Shinda are not seen much in the world, and the other races have become isolationist for the most part, but over time the other races are coming out, including the Shinda. The possibility of finding artifacts from when the Shindaruled are possible. Some are in ruin, some in parts, and some work but in odd ways. Magic is possible, or so it seems.Will see about areas (html) for each countries.Thessa, I need to dig out the old info I have on the Archonate. They are ruled by a merchantile prince basically, called the Archon. It has influenced the government of Dinas Ator.Galadh, are city states. Surrounded by a giant swamp that is slowly sinking everything into it. So the cities have a culture in common, but not as much contact these days.Keltoi, Celtic in nature. River live on barges, rafts, forts on islands in the river or on towns on pillons in the middle of the lack. Yes, sort of like lake town in the "Hobbit", but in reality more like the towns that once were on lake Geneva and like back c.100bc. While the plains types, travel the land from winter to summer hunting grounds, winter is a permanent village where a small percentage of the tribe lives until winter. The rest mind the herds that maintain. Cattle or sheep or other animals.