World History

As indicated on the map, there are six main centres of civilization surviving to the present day. Major areas are connected by a train system. The Northern-most expanse of the known world is bordered by a great mountain range, too trecherous and broad to be crossed. To the East is the Sea, extending beyond a few islands to the rising sun. To the West lie the savage, untamed lands, lair to many foul creatures. The South is harvest land, from whence the nessecary sacrifices of modernization are garnered. It is fast becoming a barren place. The Central Forest has long been protected by the elves, where they keep to their affairs, as humans inhabit closer to the coastline to, historically speaking, distance themselves from ancient evils.

The City
Population:
unknown
Demographic:
50% human, 25% gith, 20% gnome, 5% halfling, less than 1% elven or dwarven
History:
The City has long been a centre of trade, orginally a marketplace between Pallmorrow and the rich coast. With the advent of the magical items trade, however, The City has florished.
Infastructure:
The City is governed by two main forces, the Trading Guild and the Magic Items Guild. Unfortunately for the citizens, both entities are primarily interested in their own well-being, meaning the City exists in a state of near-anarchy. The only populace control exists in the City Guard, a band of vigilantes with no government support.
Climate:
hot and damp. The weather suffered by The City's inhabitants is a result more of industrialization than inheriant global tendencies. Dark fog is frequent and persistant. The sky is often discoloured, even during full daylight appearing pale purples, pinks, or even greens. The sunsets are exceptionally vibrant, and activity among the residents perceptively slows to herald the event. These colourful displays, seen by some as a perversion of nature, have even served to inspire a cult following.
Things to do while there:
Tourism has fallen by the wayside with the increase of the magical items trade, but there are still little out-of-the-way shops or tour directors which cater to visitors. There is a rather extensive trolly system used to give tours, as well as flying machines of various types. There are several inns and eateries, although these are notoriously high-priced. While there, be careful to observe those around you, as the City is highly segregated, and a faux pas could result in a long fall off the boardwalk.

Yans Port
Population:
300,000
Demographic:
70% human, 20% gnomish, 10% halfling, less than 1% elven or dwarven
History:
Yans Port is the second oldest human settlement, and the second most modernized.
Infastructure:
There is a moderately central force exsisting within the town, based solely on trade. Yans Port recieves goods from The City, which are then traded, often in bulk, to merchants or merchant companies.
Climate:
Hot summers and mild winters, with frequent rain in both seasons.
Things to do while there:
Stay out of the way of the numberous shipping guilds. Yans Port is known for its industry, not for its tourist attractions. A good place to find work, honest or otherwise.

The Port Town of Blue Hills
Population:
150,000
Demographic:
50% human, 30% halfling, 15% gnomish, 5% elven, less than 1% dwarven
History:
Blue Hills began as a human colony designed to provide natural resources as trade for its neighbours to the south. Its ad campaigns were so successful that many wealthy merchants were drawn away from the bustling centres of trade, and invested extensively in the towns' infastructure. The location proved unsuitable for extensive logging or mining, however, and the towns main industries today are fishing and, oddly enough, tourism.
Infastructure:
Blue Hills is a well-maintained and picturesque town. Its hilly streets are paved with pale cobblestones, contrasting against the rich blue scenery of ocean and sky. The houses are mainly two or three stories tall, many holding a store beneath its living quarters. The homes are predominately of a townhouse design, the front door opening onto a bustling street, the back door revealing well-tended courtyards. It is a close-knit community due to this proximity, and quite peaceful thanks to superior judicial and police forces. The town is well guarded from outside, encircled by strong walls. Blue Hills training facilities rank as one of the best fighter schools in the land. Also, it is the only known settlement to offer a public education system. The town strives to maintain and develop a unique atmosphere to visitors, as can be seen by the many gardens and statues one will find. This comes at a cost, however, as many outside the town criticise its lack of modernization, and even refer may claim it to be technologically backwards.
Climate:
Due to it's coastal location, the citizens enjoy warm summers. There is little snow in winter, as the town is buffeted by the cold ocean winds. Frequent fog and rapid weather change are both hallmarks of Blue Hill's climate.
Things to do while there:
Blue Hills thrives on tourism. There are many scenic walkways, historic tours, trendy cafes, out-of-the-way bakeries, etc. There is a yearly festival during the late summer, and many visitors come to see the colourful parades and firework displays. Coastal tours are recently becoming quite popular, as a legend has been circulating regarding buried treasure in some of the many coves, as well as the blue-rocked fjords, for which the town gets its name, are said to glow brightly as the sun sets.

Pallmorrow
Population:
50,000
Demographic:
60% human, 40% gnomish, less than 1% elven, halfling or dwarven
History:
Pallmorrow is believed to have been the original human settlement in this section of the world, and the records certainly go back farther than the memory of the elves alive today. Today, however, Pallmorrow is of little strategic or political power, and is a predominately residential area.
Infastructure:
Pallmorrow has a well established civic routine, and is governed by a board of elected representatives known as the Council. Roughly two hundred years ago, the last of the Pallmorrow nobility died without an heir, and his advisors seized control jointly. They have reigned fairly since that time, as the Pallmorrow rulers were known for being a bit unstable, perhaps even cursed, if you listen to the stories.
Climate:
It is quite windy, the summers being cool and winters bitter. It is a rather dry region, in part responsible for the preservation of ancient monuments and texts.
Things to do while there:
Many have family in Pallmorrow, making it rather busy during holidays. Aside from that, many students of the arcane appreciate the libraries and research facilities, as well as the feeling of antiquity. Many upstart young clerics have gone to investigate the strange tales of the graveyards, few having ever returned. The inhabitants feel that if you leave "Them" alone, they won't bother the living, and are often openly hostile of the curious.

Kes Ayshyll
Population:
75,000
Demographic:
95% elven, 4% halfling, 1% gnomish, less than %1 human or dwarven
History:
The historical home of the elves, little is known of its origins.
Infastructure:
Kes Ayshyll is extremely well-guarded, both by physical barriers and expertly trained warriors. Highly peaceful, the centuries have established an exceptionally well-run government system. Stories have been told of a luxurious haven, filled with beauty, frequent performances, skilled craftsmen, exceptional food and plenty of wine.
Climate:
With warm summers and mild winters, Kes Ayshyll is comfortable year-round. The settlement is reportedly well protected from rain by several unusually large and leafy trees.
Things to do while there:
If you gain access to Kes Ayshyll, which is unlikely for any other than elves, you will likely be kept under watch and barred from the settlement proper. If you are permitted to enter, keep sharp eyes and open ears, for you'll have one hell of a tale to tell if you leave!

Haven
Population:
7,000
Demographic:
95% human, 4% gnomish, 1% dwarven, less than 1% elven or halfling
History:
The settlement was initiated by a group of malcontents, alarmed by the increase of the magical items trade, which they believed as the harbringer of doom. Several other, disatisfied with "civilized life", joined their cause as they travelled from all over the known world to this remote northern location. Those running the settlement today would likely be second or third generation.
Infastructure:
There is a loose ruling system based on nomination and election of representatives, who then make decisions based on consensus. This equates to a lot of bickering in meetings, but all involved believe it is the good and right way to rule. There is a very strong focus in all of the inhabitants that things need be good and right. The settlement is farm-based, using older technology (a return to the days of goodness, before man went wrong).
Climate:
The winters are long and harsh, the summers brief and busy, as the settlers try to store enough produce for the winter months.
Things to do while there:
There is little of interest in Haven, as the inhabitants primary concern is survival. Magic is regarded as heresy, and it is best not to reveal anything of the sort while visiting.


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