consolidated:hann_sea
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| - | ====== The Hann Sea ====== | + | ====== The Consolidated Game World ====== |
| - | The Hann Sea is large – it is roughly 4000 miles from Port Elizabeth to The Razardi Islands - and nearly 300 miles from the northern coast to the southern. | + | ===== Overview ===== |
| - | However, the Hann Sea is deeper than the Mediterranean Sea, much deeper in the middle of the sea. Reliable observers have reported that the water boils in the middle of the Hann Sea and that there is a stench of sulphur when you get close. | + | |
| - | Very few ships travel across those dangerous waters, and waterborne trade is restricted to the shallower waters around the coastlines. | + | Forty (or so) years of development, all shoehorned into one - not all of it is original, some is heavily based on D&D or Paizo campaigns that I have run over the years, but it has all been personalized. The Hann Sea is in the middle of the world and elements of the setting, for each game that I have run over the last 40 years, can be found bordering |
| - | To the east and west, there are two deep oceans, both of which are known for bad storms, dangerous sailing conditions | + | However, |
| - | However, it is known that the Sinan lands lie to the west, and few intrepid explorers | + | Just as importantly, it is a game of cultures. |
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| + | ===== The Hann Sea ===== | ||
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| + | The Hann Sea is at the heart of everything. It is roughly 1000 miles from Port Elizabeth | ||
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| + | Very few ships travel across those dangerous | ||
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| + | ===== Wider World ===== | ||
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| + | To the east and west, there are two deep oceans, | ||
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| + | Just around the Cape of Porters Bar, East Telida meets the Eastern Ocean. | ||
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| + | Sinan lies across the western ocean, although few intrepid explorers | ||
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| - | ===== Notes ===== | + | ===== Cultures |
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| + | This is just a very brief overview of the different cultural backgrounds in the game world that drive tensions in this game world. | ||
| - | * For The Hann Empire, | + | * **The Hann Empire** is an expansionist, disparate trading empire, with three strong nations - that are hundreds of miles apart. |
| - | * For Sakar - think of Badlands, with a number of independent city states, bound together by a common | + | * **Sakar** consists |
| - | * For Sinan, think of Chinese | + | * **East Telida** consists of independent states set around fjords - think of Vikings mashed up with Celts, living in low tech tribal holdings - right up against the wilderness. |
| + | * **Sinan** is a distant enemy, think of China and Japan and other eastern cultures | ||
| + | * **Dwarves** have a culture of their own. It is lawful, benevolent and designed around the things you find underground - you can't live underground | ||
| + | * **Elves** are somewhat isolationist - you can't live such long lives in the same way as humans live their lives. | ||
| + | * **Hobgoblins** have military empires, and make great territorial enemies :) | ||
| + | * **Orcs** make a good enemy culture as well, especially for low level skirmish based settings. | ||
consolidated/hann_sea.1745908226.txt.gz · Last modified: by johnb
