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consolidated:hann_sea [2025/05/10 18:29] johnbconsolidated:hann_sea [2025/05/20 07:27] (current) johnb
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-====== The Hann Sea ======+====== The Consolidated Game World ======
  
-The Hann Sea is large – it is roughly 1000 miles from Port Elizabeth to The Razardi Islands -  and about 800 miles from the northern coast to the southern.  This makes it, more or less, the same size as the Mediterranean Sea.  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.   Furthermore, there are sea monsters, some that should probably have died out years ago, in those deeper waters.  +===== Overview ===== 
 + 
 +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 that sea.   
 + 
 +However, the Hann Sea is quite civilized, there is a broad peace between the various nations -  there is a bit of piracy and perhaps some skirmishing, but a game world needs adventure areas.  Traditionally, adventure areas are set on the periphery of the civilized world, and this world conforms to that model -  the Wider World is all potential enemies or adventuring areas.  Some, like Galinia and Berhof, are associated with the Hann Empire. Some, like East Telidia and Finaroka, are springboard areas that can provide trade, business or colonization opportunities, while giving access to some traditional adventure areas.  Drai Shon, on the other hand, is a chaotic war zone, spread across land and sea, with an emphasis on skirmishes, piracy and raiding. 
 + 
 +Just as importantly, it is a game of cultures.  The different cultures provide the tension on the game world, and provide opportunity for RP, trade, diplomacy and conflict -  everything you need for a campaign or a one-off adventure. 
 + 
 +===== The Hann Sea ===== 
 + 
 +The Hann Sea is at the heart of everything. It is roughly 1000 miles from Port Elizabeth to The Razardi Islandsand about 800 miles from the very top to the southern coast, which makes it, more or less, the same size as the Mediterranean Sea.  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.   Furthermore, there are sea monsters, some that should probably have died out years ago, in those deeper waters.  
  
 Very few ships travel across those dangerous waters, and waterborne trade is restricted to the shallower waters around the coastlines.  While it is still only 1000 miles from Port Elizabeth to Razardi, there is no peace with Sakar on the southern coast.  That coastline is home to pirates and privateers with free rein to raid ships that don’t fly a Sakaran flag, so not many traders take that route.  The Northern Route, via West Telida, Strongholds Angasa and the Far Coast is longer, and is preferred by all but the most reckless traders. However, that route has a number of safe-haven ports, with their trading opportunities, along the way. Very few ships travel across those dangerous waters, and waterborne trade is restricted to the shallower waters around the coastlines.  While it is still only 1000 miles from Port Elizabeth to Razardi, there is no peace with Sakar on the southern coast.  That coastline is home to pirates and privateers with free rein to raid ships that don’t fly a Sakaran flag, so not many traders take that route.  The Northern Route, via West Telida, Strongholds Angasa and the Far Coast is longer, and is preferred by all but the most reckless traders. However, that route has a number of safe-haven ports, with their trading opportunities, along the way.
 +
 +===== Wider World =====
  
 To the east and west, there are two deep oceans, both of which are known for bad storms, dangerous sailing conditions and strange denizens – so very little exploration, of those deeper waters, has taken place.  The harsh weather condition in the East and West Oceans means there is no equivalent of the Gulf Stream, nor consistent wind patterns that cross those oceans, so travel across them is difficult. To the east and west, there are two deep oceans, both of which are known for bad storms, dangerous sailing conditions and strange denizens – so very little exploration, of those deeper waters, has taken place.  The harsh weather condition in the East and West Oceans means there is no equivalent of the Gulf Stream, nor consistent wind patterns that cross those oceans, so travel across them is difficult.
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-Sinan lies across the western ocean, althoughfew intrepid explorers have sailed those waters, and fewer still have come back to tell the tales.  They report a divided land ruled by harsh lords, with little interest in external trade. +Sinan lies across the western ocean, although few intrepid explorers have sailed those waters, and fewer still have come back to tell the tales.  They report a divided land ruled by harsh lords, with little interest in external trade. 
      
-===== Notes =====+===== Cultures ===== 
 + 
 +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, think of a disparate trading empire, with three strong nations - that are hundreds of miles apart. +  * **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 along the coast, bound together by a common culture.  A mash-up of Fantasy Arabian and Lankhamar. +  * **Sakar** consists of badlands, with a number of independent city states along the coast, all bound together by a common, but inward looking, culture.  A mash-up of Fantasy Arabian and Lankhamar. 
-  * For East Telida think of Vikings mashed up with Celts, living in low tech tribal holdings - right up against the wilderness. +  * **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. 
-  * For Sinan, think of China and Japan and other eastern cultures mashed together in a politically uncomfortable melting pot.  (Yeah, even though it is in the west.  Perhaps this world is set in the Southern Hemisphere and the sages set got North to face the other way) +  * **Sinan** is a distant enemy, think of China and Japan and other eastern cultures mashed together in a politically uncomfortable melting pot.  I can't see the region ever being developed well enough for PC visits. 
 +  * **Dwarves** have a culture of their own.  It is lawful, benevolent and designed around the things you find underground - you can't live underground in the same way as you live on the surface. 
 +  * **Elves** are somewhat isolationist -  you can't live such long lives in the same way as humans live their lives.  Although the detail hasn't been worked out yet. 
 +  * **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.1746894590.txt.gz · Last modified: by johnb