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Chapter 10: Information from the pirate bay

  The kingdom of Dalka:

  A human supremacist kingdom culture-wise. It maintains a co-operative retion with the Empire and the Theocracy of Laktar. As for the non-human nations, they maintain a non-tact policy with the sor races with the exclusion of some purchases of dwarf good. The non-sor races have a mutual hostile retionship with Dalka, but Mazurio is the only nation which is effected by this. Apparently, the Dalkans have also summoned interdimensional humans to bolster their strength. Once again, proving that Dalka is pretty good at magic. Here at the bay, our retion with Dalka is a mandatory service retionship. Dalka doesn't want to be serviced by us, but our meermined, and hard workers who won't take nood reason not to provide.

  The kingdom of Mazurio:

  An all Mazurian kingdom. Diplomacy with them is made nearly impossible because of their tendency to attack the sor races in an attempt to turn them. Many other non-sor races are also just too far for proper diplomacy to get going. We do have records implig agents of Mazurio being active in non-sor trolled regions. They do have aework of agents very loyal to the gold they provide, which are also one of the few sors not to be attacked by Mazurians. Until retly, it was believed that their leader was the same one from two thousand years ago. This was disproven by a Dalkan assassination attempt roughly a month ago. ing our retion with Mazurio I would say it is rather plicated. The ck of trade makes them generally a non-target, and any 'persorading' would have difficulty selling their goods either way, sihe bay is not a great pce for doing svery. They do pay very nicely for information.

  The theocracy of Laktar:

  These nutjobs are a heavily religious nation. It is even mgressive towards non-sor races than the Dalkans are. This is all remedied by the fact that they follow their religion more than on sense most of the time. These stubborn bastards are the bane of ahat doesn't follow the religion of the goddess. They are most known for their acts of terror and other fun stuff on followers of Luna. Their main force are religious zealots knoadins, ractically souped up adventures with better gear. Robbing their pilgrims isn't too bad, but if you end up killing one of them, you be guarao have padins after you. Other than the padins, they are easy targets both on nd and sea.

  The Empire:

  The elephant in the room. An expansionist empire that has tried its hand at world quest more than everyone else bined. If you have ever bothered to look at a map, their try sticks on it like it owns the pce with he it is. Thankfully for the rest of the world, it is nowadays a little more ied in the diplomatic side of things due to not being able to hold their gains further out they go. They have an embassy with every nation capable of having one, and us. Their retion with the entire world is retively cordial for such a big empire. Being as rge as they are, their needs and produ is also massive, resulting in them being the biggest trading partner of ahat does trade. They also just about accept ao their empire as long as they assimite to a certaient. They even have Mazurians and knoires 'living' within their borders. Our retionship with them is like marriage. We take as much as we from them, and they in turn hate uts. They tend to not try to move directly against us much because they border a lot of people they don't get along with.

  The North:

  Not actually a unified region as much more a nd of cold, monsters and the barbarians that survive here. The tribes usually do a lot of raiding for fun and are otherwise ignorant of the world. They only raid the Empire due to only b them, and only during summers. A lot of crazy cults do start up around that region, which adds to the chaos nicely. Some of the better equipped captains sometimes make trips to the north to trade and 'exge culture and ideas', the more successful of these e back fat with imperial plunder, as the north has different priorities during looting.

  The South:

  Simir to the North, but better equipped and repce the cults with Mazurians. They have a little more diplomatic reach due to being a desert region prised of city states, their raids often target living people rather than dead ones uhe North and happen during winters. The pce while certainly being riddled with agents of Mazurio is cordial towards the many Mazurians in this area, making it a weird sort of stable. They also do a lot of trade with the rest of the world, and their raids are more prised of meraries hired by traders to disrupt their petitiather sves. The Mazurians also don't tend to ao Mazurio, and prefer to identify themselves as Southern. Our retion with the south is pretty good, to the surprise of no one. Smugglers and meraries just 't get enough of the pce, and the southerners appreciate our shipbound specialties.

  The jungles of Tazkar'han:

  Massive tribes of Mazurians and jungle elves that border the South and the Empire, who stantly seek to sacrifiyone and everyohey don't even care if you are a man of the Empire, a woman of Mazurio or one of their own. They utilize poisons in abundand don't look too kindly on missionaries. Otherwise, they are surprisingly open with their trade, and don't try to sacrifice you too often. Some daring privateers and meraries sometimes try to raid these nds. These are some of the best equipped and hardened men you find in the west.

  The li of Fathanasia:

  A bunch a scary undead. We don't know much about these guys, and it is not just because they are on the east end of the Empire. They aren't big fans of the living. You only really do iations with vampires, but only really in theory. Their nd looks about as dead as the people there. The Empire frequently has fights with the bonesacks, but they never did mao wipe them out. During more warlike times, like when the Empire went on another world quest, there were rumors of Mazurio and the li co-ordinating. Our retion with them is ohat we are gd does. Imagine undead pirates, gives me the shivers.

  The eastern wastes:

  A rge wastend inhabited by nomadic greenskin tribes. They border with the li and Empire. They also frequently fight both of these juggernauts, which is damn impressive for such a loose alliance of tribes. Furthermore, they are supposedly led by a great shaman, but their attitude towards trespassers make them hard to get information on. Rumors say there is somethi of the eastern wastes and the li, it's hard to find out what, as I'm sure you imagine. Outside their borders they actually be iated with, but due to them not being big on sharing and so far away they are hard to work with.

  The dwarves:

  Anywhere where there is a mountain, there is a dwarf. The closest of which being the western edge mountains. The big thing splitting Dalka and the Empire. They live in s most of the time, and make for excellent engineers. They have good retions with the other sor races. If it wasn't for their resource addi, we would quickly be out of a job, as the western edge mountains are littered with mountainside banditry. If that road was safe, no one would take ours over water. Our tact with the shorts (don't tell them I called them that) is good, all things sidered. They don't trade over water so we don't bother them, and sometimes a rich captain or merary band issions some dwarven onry to be made. Our retion with the bandit part is one of respectfully ign each other.

  The elves (of the eternal forest):

  We don't know shit about these guys. Supposedly they are arrogant? They live iernal Forest which borders Dalka and the theocracy. Everyone who enters gets killed, and they rarely leave. There were some pirate captains in the past that were looking to make a quick buck getting some elven souvenirs for southern sultans, they never made it.

  Mazurians:

  Or demons, depending on your education. They live mostly in Mazurio and the South. They also have a presen the Empire and the North. Sor races don't tend to get along with them, especially the Mazurio variant, due to their tendency to want to cast transmogrify on everyone. In nations that aren't Mazurio this is generally sidered worse than murder. In their own society they follow the w of the stro, and are ined to follow a very informal culture. They are highly varied in their advao the point even the church would admit that the first demon lord was a damn genius. There used to be mermaids here on Quintillius Landing until old man Quintillius himself kicked them all out in one of the world quest Empire phases. Other than a harpy roost further innd, we didn't have much tact with the others of their species. Until now.

  Monsters and Dungeons:

  Ranging from the humble Rous to the mighty dragon. They are om, ao be hostile to anything edible and/or moving. Some of the more intelligent ones are capable of diplomacy. This does not make it a great idea. Notable monsters include: The dungeon of eternal pain, the dragon tyrant Maldavaoth and the mad princess Esstrey.-From an information dealer to the mermaid princess Esstrey

  "Who is he calling mad?"

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