Colena (formerly the mount)

RP-related discussion otherwise not covered in the Character Closet.
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pd Rydia
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Colena (formerly the mount)

Unread postby pd Rydia » Thu Mar 29, 2007 9:40 pm

- LOCATION--the Mount is getting moved. For backstory purposes. OBSERVE!
Image
If this causes lots of problems, please let me know.
- DATES--are flexible, within reason. That's why everything ends in '00
- THE USE OF ALAHANA--is a bit flexible and can change if it's completely out of character. Since this is Alahana 1700 through 1700+ years ago, I figure it shouldn't be -too- much of a problem.
- IF SOMETHING SEEMS OFF--it's probably because I'm not as good at this stuff as, say, Kelne is. So please, feel free to suggest the stuffs.






BRIEFLY

• BASIC GEOGRAPHY

Colena is composed of three parts; the island, the midlands, and the deeplands.

Colena Island is a small island located in Argovia's northwest, west of Alahana and south of Igala's Avon. It's small, comparable in size perhaps to one of Tristes's islands or Barius, and shaped roughly like a kidney bean. Mount Chóle, a volcano whose last eruption took place in mid-300 BT, takes up the larger part of the island's surface area.

The midlands and deeplands--together known as the portallands, so named as they are reached by crossing a portal located near the summit of Chóle--make up the majority of Colena's land but a very small amount of Colena's world presence. While the island resides entirely on the physical plane, the portallands do not quite so. Rather, they are a finite space formed from the merging of the physical with part of Ryuugami's space that occured circa 700 EP, when a large number of dragons simultaneously pulled on Ryuugami's power during her absense from Gaera.

• THE PORTALLANDS

The midlands are reached immediately upon crossing the portal. As one travels farther away from the portal, the midlands gradually give way to the deeplands. There is not much to visibly differentiate between the midlands and deeplands, but they are nonetheless quite different

The midlands, to explain it one way, are better 'anchored' to the physical. The rules of magic and physics work as predictably as they would on Colena Island. Meanwhile, the deeplands and its corresponding astral presence are much 'closer' together, occassionally disrupting physical laws or having unpredictable effects on spells. This is especially true when the deeplands are exposed to strong wills, as--so to speak--the deeplands want to help out.

Wherever one is, the portallands have effect on inhabitant and visitor alike, changes which take effect more readily and more dramatically the deeper into portallands one travels. The portallands, being a former piece of Ryuugami's space, leak the goddess's personality and ideals, and one of the first effects of this to appear in people is a feeling of general goodwill toward Colenans, especially its dragons. And maybe all dragons, Maybe dragons are kinda cool. Why didn't we realize this before now?

Obsessions, too, are likely to manifest--in people within the midlands and deeplands both, but much more quickly in the deeplands. They are, in fact, probably the most common side-effect acquired from living in portal-side Colena, and they'll occur most easily in those whose personalities are already obsessive. While some will form a Ryuugamesque dragon obsession, it is more common that they obsess over an existing topic of keen interest.

Dragons in the midlands find themselves feeling healthy and energetic, and generally have a very enjoyable time just living in Colena's midlands. These are the dragons most likely to occassionally find things to do outside the portallands; some find that they need to go to other countries in order to write their complete history on the use of fire magic amongst non-dragon races, while a few noble youngsters want to get the word out of how cool their home is to other dragons (and wouldn't you like to live there?). The dragons of the deeplands, meanwhile, experience excellent health and are almost guaranteed to live a good several decades more than the average. They can feel how much the land likes them, and they really need a damn good reason to leave. Maybe three or four.

• COLENA'S PEOPLE

Colena islanders farm primarily at the base of the volcano but also maintain some crops suitable for rocky terrace farming; the largest crops are rice and olives. The surplus of both these crops are exported, most commonly in rice wine and olive oil form, which keeps best. Fishing is, of course, a large industry, and goats are popularly raised for their milk, meat, and hide. Rice, fish, and salad greens make up the staple of the island diet. Chocobos ranching is also a popular means of livelihood. Chocobos are bred for riding stock and sold abroad for investment capital.

Colena midlanders make their living by means similar to the islanders; they grow and harvest crops, fish, and raise domesticated animals, and eat much the same diet but for going bit heavier on the fish and meat side. Midlanders, however, do not trade a great deal. The portallands provide a great deal of what they need--and there is not a little compulsion, amongst portalland inhabitants, to accumulate their extra goods. Just in case of emergency.

Deeplanders make no effort in trading and very little in raising crops, preferring to hunt and fish for their dietary needs. It is fortunate, then, that the deeplands are less densely populated than the rest of Colena.

Islanders are, most often, drow, human, part-dragon, or dragon (roughly 40%, 20%, 20% 10%). Midlanders have the same races in different proportions, weighted more heavily toward the dragon and part-dragon, while the deeplands are, predictably, almost entirely dragon-populated.

Midlanders keep up-to-date on the outside world through semi-annual communication with the islander government, as well as more frequent, less formal communications. Information is also gathered informally when midlanders feel the need to leave the portallands in search of some quest for a trinket, trivia, or special dessert. Deeplanders, when interested, usually get their information from midlanders.

All Colenans operate under the knowledge that islanders are welcome into the portallands in an emergency. Additionally, amongst the portallander it is traditionally considered a job of midlander fire dragons to take turns monitoring the volcano. Islander fire mages and dragons consider it to be, at the least, also their job, if not more rightly their job--when coming in conflict over this, midlander dragons prefer to make peace by finding another spot to do their job, so that everyone can be happy watching the volcano.

HISTORY

In the past, Colena was home primarily to two races--the aldrosian dragons of Igala and the black-skinned drow of Argovia, who resided entirely on the small Argovian island. While sharing some cultural similarities with their brethern elsewhere, the Colenans formed a unified culture that was less competitive and acquisitive than that seen in more modern Alahanan tribes, and likewise less religious than that seen in Solasia's prime. While zen Gaerism and worship of Ryuugami were both popular--and sometimes a hybrid of the two--the Colena islanders were much more concerned with their day-to-day needs than what others were doing elsewhere.

• ERUPTION

This proved to be something of a mistake, in fact.

Now, the reason the particular blend of drow and dragon worked so well in Colena come down to the races' very comparable lifespans and their ability to, together, minimize the risk posed by living on and around a volcano. With fire dragons monitoring the mountain to warn of imminent disaster, come the mid-300 BT volcanic eruption the Colenans had several days' warning for evacuation. Between ships, wings, and the occassional set of gills, there were few difficulties evacuating drow and dragon, adults and children alike. Rather, the problems came when these people found themselves to be refugees on the shores of nearby Alahana.

As it turns out, it takes time for an island--particularly one composed almost entirely of a volcano--to ecologically recover from such a thing as, say, a volcanic eruption. As it also turns out, like many refugees throughout history, the Colenans weren't particularly welcome guests in Alahana.

The stay in Alahana was as unpleasant as it was brief, taking into consideration their new status as second-class citizens with limited freedoms. When things settled on the homefront, however, there was not a great deal of protest against the refugees going back the way they came--once they had finished paying off their debts, that is. Leaving behind all airships and the best of their seaships, the people of the Mount returned home half a century later, worse for the wear.

The concern on the forefront of the minds of the Colenans upon their return, aside from rebuilding, was how to prevent a recurrence of what had so recently occurred.

• TURNING OFF THE VOLCANO

After considering alternatives such as territorial conquest, it was decided that the volcano would be "turned off" by magically redirecting the magma flow which fed it.

Preparing for the event took centuries, with the pure planning stage bringing Colena well into the Era of Peace. Generations of Colenans aged and passed so that the 200- to 300-year-old dragons who would come to work the spell on the volcano had been practicing the spells--with the benefit of past mages' insights--their entire lives.

The spell was cast in early 700 EP, with fantastic results. However, it didn't exactly do what it was intended to do. Or, for that matter, anything like it.

While the volcano was unchanged--something the fire dragons were able to determine quickly, to great disappointment and many deflated egos--the spell accomplished something of interest to all. It opened, from near the summit of the volcano, a rather large portal to another land.

• EXPLORING

It was not entirely unlike finding a wardrobe which led to another world, only the Colenans were quite unsure of how stable this world was--it was, after all, the aftermath of a spell gone wrong. The land on the other side could well be another Argovian Island, another continent altogether--or it could be a planar land liable to collapse at any time. It might be the construct and hunting ground of an astral predator--you could never be too cautious with the sort of things that happen on Gaera.

However, history has never lacked for its explorers, nor people for curiosity. For every Colenan willing to leave the portal well alone, there were two interested in what might be found inside--by someone else, of course--and yet another willing to go in and see. In particular, the fire dragons who had worked the failed spell were interested in the exploration; having spent the larger part of their lives preparing to do something and failing at it, many desired a chance to 'make amends' to their countrymen and women...while some of the older dragons simply wanted a 'retirement project' to last them their remaining 50 or so years.

Reports of the explorers' findings were favorable; on the other side of the portal was land much like Colena itself--minus the active volcano--and there were no other settlers present. There was, perhaps, as much or more land as that found on the main Dillidan isle were it four times its current size. The weather was mild, edibles plentiful and, as one young dragon put it, the land itself seemed to like them. It was so nice, in fact, that some of the original explorers opted to stay and let others bring home the news.

• CONCERNS

Colenans back on the island, meanwhile, were more skeptical. It was enough to put some on guard that the original reports sounded too good to be true--a concern that may have been dismissed as the typical worry of those who just don't know when they have it good--but it was a concern of many when some of the older and well-established members of the community did not come home.

Those who did come home were cause for further concern. Simply put, they were changed Colenans--even old dragons grew unnaturally energetic and charged with purpose, while drow and dragon alike exhibited strange obsessions. A Colenan could find the drive to finally became a skilled artist as she became focused on the visual arts, or another an expert on the flowering perennial plants of Beau.

All in all, Colenans who spent a significant amount of time on the opposite side of the portal loved living there. It seemed for all the world that the only reason many of them came out was to try to convince family and friends to come back with them.

Between 700 and 900, many Colenan families migrated off-island, particularly drow. Most but not all of these families sailed north to Igala.

Meanwhile, word spread of the "Dragon Paradise"--a country where even the land itself welcomed dragons. Dragons from Gaera over began to drift to Colena. The island got a particular, if somewhat small boost in the years of 1000-1100, when the Solasian War took place.

TODAY: CURRENT EVENTS

• RYUUGAMI'S RETURN

In the very early 1300s, Ryuugami returned to Gaera after having taken leave of the world, in 661 EP, for the purpose of visiting and learning from the dragon deities of other realms.

Before leaving, the goddess created a pool of energy--by means of destroying her physical form--from which her followers could call upon in her absence. However, she miscalculated, having not quite counted on the sheer amount of magic her people were going to use during her absence. After focusing many years on making amends for the Solasian and Rivan tragedies--continued works in progress--Ryuugami finally came to notice that a piece of her home on the deitic plane was gone.

Well, it was not exactly gone--it just no longer in a usable state, for her anyway. It had at some point become merged with the physical plane over Argovia, and a number of dragons were living on it. However that had happened, it seemed to be put to good enough use, so she left well enough alone, having goddessly work elsewhere.

The thing about each god's portion of planar space, however, is that it is often shaped by the will or personality of its god. It took a few years, but it did occur to Ryuugami that this sort of thing might have an effect on the inhabitants of the land, and that they might want to know.

So, after finding a willing paladin in the area to possess, Ryuugami found the appropriate political figures to inform--and did so. She also offered blessings and recruited two paladins on her way out from the land. By request, she left the ryuuneko on Colena.

• DELAYED ACTION

Much like Ryuugami herself, portal-side Colenans really just want everyone to get along. The question, then, is how do you tell your populace that their homeland fundamentally affects and even changes their personality?

One choice, albeit a poor one, is to not do so. The Colenan midlanders Ryuugami contact chose this route.

Really, they were going to. They were just very concerned about the best way to do it, and couldn't decided which was the best way. While pondering the issue over the course of a few years, the issue was conveniently forgotten.

A couple years later, when Ryuugami checked back up on the situation on this wonderful new country full of dragons, she was surprised to learn that her Colenan paladins were surprised to learn about the effects the portallands have on its inhabitants. After sorting out the origin of the failure in communication--and explaining that, yes, it really is a divine responsibility to make it known--Ryuugami set her Colenan paladins the duty of spreading the news personally.

• REACTIONS

Word is spreading slowly. Originally numbering three, the Colenan paladins were contacted and began their work in Tzelara of 1316. Disbelief was the most common reaction early on and many demanded to hear the story from the goddess herself. Being an eager and accomodating sort, Ryuugami did this for a bit, but the requests for her appearance grew so frequent that they drained her and made getting work done difficult. She now makes a single monthly appearance in the Colena midlands, at which time she also appoints new paladins.

Many Colenans were disturbed by the news; not a few visitors and those who had recently moved in took their opportunity to immediately leave, fearing that the portallands would soon trap their wills should they stay. Many of the more adventurous midlanders--those who frequently left the portallands on quests or visitations--also left, interested in what it would feel like to live without the influence of the portallands. Deeplanders, by and large, didn't care. However, some deeplanders would venture out into the midlands during Ryuugami's visits. For some of these Colenans, this seemed to mitigate how strongly the lands effected them, perhaps just by virtue of their spending less time in the deeplands.

Word of the portallands' unique situation has not reached the island in any official manner, but it has always been common islander knowledge that going to the portallands changes a person. The exodus of midlanders and their stories are just being added to the lore of 'what happens when you go over there.'

• POLITICS

The islanders have the most structured political set-up, which they insist on keeping separate from that of the midlanders' due to 'cultural differences'--predictably, deeplanders don't care a great deal about government.

The island is set up as a democratic republic, with each of 5 regions electing 5 representatives to take their interests to national meetings. These representatives are voted in for single, 5-year terms, with a representative seat coming open each year in each district. The most senior representatives from each region get to cast their votes last.

When things come to a vote, representatives may abstain from voting; when a tied vote comes from such a situation, the representatives disperse for a 3 day recess during which they may consult with their constituency or may debate with other representatives. Ideally this is all done openly and without underhanded tactics, for whenever politics are ideal.

As the island is so small, most citizens have met many if not all of their region's representatives. It is not easy for citizens of all professions to attend the meetings where voting occurs, especially with Colena terrain, however each meeting is invariably attended, oftentimes packed, with citizens. Recently there have been complaints that certain classes--such as the wealthy chocobo breeders--get better representation, since they have the means to attend meetings and talk to their representatives during tie-vote recesses.

Colena has, traditionally, been very much of an isolationist nature, distrusting other nations and thinking best of itself. It cannot, however, survive comfortably on its own as it has grown accustomed to trading off its surplus goods in exchange for items it no longer spends resources producing. In particular Colena prefers to acquire its lumber, luxury clothe, and metal goods from southern Igala or Beau. For the last many decades, the island's primary political meetings have circled around assurances that Colena is remaining isolationist, really, and what should we trade for what?

In light of the aggression in Argovia, however, there has been increasingly more debate as to how Colena should or should not react. The general concensus is, of course, to keep things the way they always have been, but a growing number of islanders are split between finding out who the good guys are and helping them, or running into the portal and hiding.

Inside the portal, the midlanders have a much more simple set-up. While trouble still comes to the midlands and occassionally needs to be dealt with, the main function of dignitaries is to pose as the figurehead visitors look to when they assume the midlands have a leader. The midlander leader, as well, has the right to have the final say in any portalland debate--a rarely used power, but the decision is final because, dammit, you kids better the hell get along with each other. It is from this that he/she gets his/her title, Arbitrar. The Arbitrar is typically visibly unique in some way, by means of age, size, markings, or elsewise.

MISCELLANY

• FLAG

Image

• RELIGION

With roots in Colena's distant past, the two major religions of Colena remain to this day zen Gaerism and the worship of Ryuugami. Colena's zen Gaerism tends to take on a less acquisitive face than that seen commonly in modern Alahana, taking a slightly more personal or private bend. Zen Gaerism is most commonly seen on Colena Island itself. Some dragons of the portallands, however, practice a blend of zen Gaerism and Ryuugami worship, a well-preserved national relic from days when drow and dragon were more frequent neighbors.

• ELEMENTAL AFFINITIES

When born in Colena, dragons with natural elemental affinities--such as Aldrosians and Long--are most likely to be born with a fire or water affinity. It is the rule and not the exception for Aldrosians, in particular, to be born pure elemental dragons rather than terrain type, in contrast to Igalan Aldrosians, when born on the island and in the midlands (8 out of 10). Of the few terrain dragons born, storm dragons are most common, with desert type--called sand dragons by Colenans--second highest in number (5 storm for each sand). There are more exceptions to these 'rules' in the midlands than on the island.

There are no particular hard-and-fast rules for dragons born in the deeplands. In fact, dragons born in the deeplands often break the normal racial rules; terrain dragons may have a human form instead of an elven form, pure elemental dragons may have an elven form instead of a human form. Dragons will often have scale colors which mismatch their elemental affinity. Dragons may be born without magic. 'Emperors' and 'empresses' are also born with a greater frequency.

• CHOCOBOS

The idyllic scenery and somewhat sparse population of Colena's island--not to mention its 'let's just get along' government philosophy--attracted an influx of chocobo breeders in the 900s. Since then the island population has grown more dense but the breeders have stayed around.

Chocobos are raised here but rarely for purposes of meat; Colenan islanders pride themselves as both skilled breeders and trainers and come to the island to breed, raise, and train the fastest, largest, and sturdiest chocobos. Between shallow pools and ocean currents, sandy shores and the steep slopes of the mount, Colena provides much in the way of a natural obstacle course for training.

Colena trainers tend to take their chocobos off-island to sell, agreeing that there's no particular reason to encourage tourism. Beau has traditionally been one of their prime markets, although there is always a presence at Nekonia's Kitiwai Karnival and Inustan's Festiva Fideleo. Colena chocobos are recognizable wherever they go by their impressive size and colorfully dyed wing and tail feathers, a long-standing 'branding' tradition.

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Unread postby pd Rydia » Fri Mar 30, 2007 6:57 pm

Image

I didn't intend for it to look so much like Australia. I just wanted it to have some interesting jaggies and such whatnot along the coastline, so I poked and prodded at it until this came out.

CITIES

TAHIMI, SCILANA, and ARRAPORT

Tahimi and Arraport are the two primary international ports, Tahimi dealing largely with Igala and Arraport with Argovia. Tahimi is a much older establishment, dating back to 200 or 100 BT, while Arraport is much more recently estalished, claiming closer to 500 years of history.

The porttown of Scilana deals primarily within Colena, obtaining shipments from other parts of the island and shipping them inward, making use of the Pylian River and its tributaries for ease and speed of delivery.

While these ports are particularly successful examples of their kind, there are of course many others.

CHÓ'LOK

Chó'lok is a city built near the portal to the midlands--it is the 'lookout of Chóle,' or the guardian city of the gates. Here both the activity of people going in and out of the portal is monitored, as well as the activity of the volcano.

This particular lookout point is inhabited by midlanders more than islanders; dragons, or mages of the fire and earth sort of various races are most common to be seen.

The city of Chó'lok is not very accomodating for the drow or human sort--or anyone, for that matter--being largely comprised of a series of sparse communal stone lairs. The land near the summit isn't particularly stable, resulting in few putting forth the effort of making complicated dwellings. This also results in the town of Chó'lok relocating from time to time; however, as the portal itself is stationary, the Lok tends to not move very far.

ACUON

Lake Acuon, owned jointly by Districts 1 and 2, is the second largest lake of Colena and the largest freshwater lake. Acuon is a bustling fishing town and boasts one of the largest dragon populations island-side; here, dragons work as fishers, merchants, or carriers. Dragons willing to work as carriers make a pretty penny delivering 'the freshest freshwater fish' down the mountainside to Pylia or Scilana.

ICA ILAMA

The capital of Colena sits near the Brine, the island's largest lake. Damndably, the Brine is--as you might guess--a saltwater lake.

The modern Ica Ilama has been built over the ruins of the previous Ica Ilama, covered in lava and ash after Mount Chóle's last eruption. The name is derived from the dragon word and the drow word for 'olive tree,' a plant native to the island.

DISTRICTS

DISTRICT 1 (Chó'lok)
DISTRICT 2 (Scilana)


Districts 1 and 2 have very similar makeups and interests. This was not originally the case, but once control of the lake and river was given from Scilana to both--and made to work--the two landscapes began to homogenize.

The people of these lands are successful domestic merchants, sailors, and farmers. Chocobo ranchers and artisans are somewhat less common but certainly found, the former in District 1 and the latter in district 2.

DISTRICT 3 (Tahim)

Tahim is a wealthy district. Chocobo ranchers prefer these lands for the use of the shallow Tahim Bay and the northern slopes of Chóle in training--the area has gained quiet noteriety amongst chocobo breeders as the place where the best chocobos come from.

International merchants, too, appreciate the position given here; it is keenly situated for sailing north to Igala or east-southeast to the bulk of Argovia.

District 3 is densely populated on its coast, and less so on the mount. Those who live on the mount tend to be farmers, particularly olive farmers.

DISTRICT 4 (Chocobo Foot)

District 4 is, perhaps, the poorist of the districts. Its people are primarily farmers and fishers, producing a goodly portion of Colena's food and exported rice, olives. Despite this, they spend a good deal of their profits purchasing clean water for drinking and bathing, something which does not sit well with them at all.

The name of the district derives from the shape of the district's island. The chocobo ranchers of richest means will live in District 3 or 1 if given the choice.

DISTRICT 5 (Capital)

District 5 is known to be the district of Old Money. There are a number of people living here who are fascinated by the idea of education for education's sake, and can indulge themselves in this because someone in the family, down the line, made the good gil. That is not to say, however, that no one in the district gets off their butt to do anything.

People here are domestic and international merchants, farmers, students and apprentices, and artisans.

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Unread postby Nekogami » Fri Mar 30, 2007 8:40 pm

Freaking awesome. I'm inspired by your format! And the information is groovy.

Why did you decide to move it?

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Unread postby pd Rydia » Fri Mar 30, 2007 9:41 pm

Yay for a response! :3 Thank you very much--it's gratifying after having worked to put everything in order and make sense.


There's a couple reasons for moving the island. The thing that interested me about the Mount was, of course, that it was basically created as "the place where there's a whole lotta dragons," and I really wanted to keep that part if possible.

So I brought the island closer to Igala to make migration of Igalan dragons more workable into the background--simply put, I know more about them for being able to create and manipulate a country background. I figure the Long have and have had a presence on Colena, but as perhaps one of the less numerous races, the island attracting some of the individuals less satisfied with their existing society.

Colena got placed in Argovia's west because a series of volcanoes already exist off the coast of western Igala (Kelne's Tarania). I figured I might as well try to be a bit geographically consistent.

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Unread postby Nekogami » Sat Mar 31, 2007 10:39 am

Be geographically consistent is hot.

However, this makes the war more interesting. How do you see an imperialist war affecting Colena and how do thing the gods and people will respond to possibly being conquered?

I'm a blank slate here so I'd love your opinion.

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Unread postby pd Rydia » Sat Mar 31, 2007 4:34 pm

It's the good question, pretty damn relevant, and something I didn't want to start thinking about too much until I made sure my original post wasn't met with a bunch of protests.

Colena's pretty badly situated considering current events, what with Alahana to the east and the D.C. to its south. International traders have been bringing news of Argovian politics in through Arraport and other capital district ports, where the news then passes along to ports across the island. The domestically-centered districts 1 and 2 as well as the politically-focused capital district--which is also closest to Alahana and the Dillidan Complex--are most concerned about events and want to get involved. District 4 is largely divided, its populace not entirely sure whether they would be better or worse off under someone else but uneasy at the unknown. The Tahim, however, district 3 and the most monetarily influential, wants that Colena stay out of things and keep its money invested in trade (particularly Tahim's trade investments).

Colena is in a very much 'ready to go any way' state, ready to be recruited by any of many sides, making it a potential ally for various countries--or a potential enemy. Right now it's operating under the idea that it can get away with staying uninvolved and unnoticed--because it's just special like that--giving others oppurtunities to contact, bribe, or move militarily.

If the island were invaded? The response would be shock, for one part. Less so amongst the merchant and sailor classes, who currently have it pretty good and don't want that to change--say, by means of additional taxation, appropriation of goods, restrictions on with whom they can trade, and such whatnot. These would be the quickest to rally others and rebel, as well as contact potential allies in other countries.

Midlanders on the island would, for the most part, scatter, mostly back through the portal. It would be interesting should invaders come through the portal, because the midlands and deeplands will effect them, too. Over time, any invaders to the midlands would figure--why not obey these nice dragons? We might as well all get along.


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