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atlas:goth [2013/08/27 21:23]
127.0.0.1 external edit
atlas:goth [2021/12/03 23:36] (current)
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 ====== Goth ====== ====== Goth ======
  
-The Gothar live east of [[Vykir]] and south of [[Ice Peaks]] along the shoreline of the [[White Sea]]. North of their land is a cold sea filled with island of ice and snow beyond which the giants and dragons live. When the breath of [[lore:​Néébeka]],​ the great ice serpent, touches the sea the water will freeze allowing the giants into their lands. This is a time of great struggle and death; however, the Gothar stand strong and proud against the odds.+The Gothar live east of [[Vykir]] and south of [[Ice Peaks]] along the shoreline of the [[White Sea]]. North of their land is a cold sea filled with island of ice and snow beyond which the giants and dragons live. When the breath of [[lore:Eisha|Néébeka]],​ the great ice serpent, touches the sea the water will freeze allowing the giants into their lands. This is a time of great struggle and death; however, the Gothar stand strong and proud against the odds.
  
  
-<WRAP right box 280px> +===== Statistics ===== 
-<wrap centeralign>//​**Goth**//</​wrap>​ + 
-\\ +  ​* **Capitol:** none 
-images +  * **Languages:​** [[lore:​languages#​Daconian]],​ [[lore:​languages#​Elven]] 
-\\ +  * **Demonym:​** [[orgs:​Gothar]] 
-map region +  * **Government:​** Heimstadt (Village) 
-\\ +  * **Ruler:** none 
-map world+  * **Area:** xxx km<​sup>​2</​sup>​ 
 +  * **Population:​** xx 
 +  * **Currency:​** barter
  
-| **Capitol** ​ | none  | 
-| **Official Languages(s)** ​ | [[lore:​languages#​Daconian]] ​ | 
-| **Regional Languages(s)** ​ | [[lore:​languages#​Dakarian]] \\ [[lore:​languages#​Elven]] ​ | 
-| **Demonym** ​ | Gothar ​ | 
-| **Government** ​ | Heimstadt (Village) | 
-| **Ruler** ​ | none  | 
-| **Area** ​ | k sq. km  | 
-| **Population** ​ | x million ​ | 
-| **Currency** ​ | barter ​ | 
-</​WRAP>​ 
  
  
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 //See also: [[Stonefists Run]]// //See also: [[Stonefists Run]]//
  
-The [[Iron Mountains]] dominate the southern border of Goth and the [[lore:​Blackhair tribe|Blackhair]] and [[lore:​Bloodskull tribe|Bloodskull]] tribes who live in the mountains on their border frequently raid the southern heimstadts. Stonefists Run is the only valley that passes through the Iron Mountains to the [[Druyen Highlands]]. The Gothar use this valley to trade goods with [[Kranydria]] and to a lesser extent the [[Kingdom of Dakar]].+The [[Iron Mountains]] dominate the southern border of Goth and the [[lore:​Blackhair tribe|Blackhair]] and [[lore:​Bloodskull tribe|Bloodskull]] tribes who live in the mountains on their border frequently raid the southern heimstadts. Stonefists Run is the only valley that passes through the Iron Mountains to the [[Druyen Highlands]]. The Gothar use this valley to trade goods with [[Krandryia]] and to a lesser extent the [[Kingdom of Dakar]].
  
 It is a dangerous journey and typically only used in large numbers during the heavy winter when the possibility of avalanche is lessened. The only safe location for anybody moving through this valley is the [[creatures:​dwarf|dwarven]] outpost of [[Blackstone Gap]] which sits on the shore of [[Coldstone Lake]]. Outside of this area the Gothar and Kranydrians must rely on the strength of their spears and bribes to the more powerful orc warleaders. It is a dangerous journey and typically only used in large numbers during the heavy winter when the possibility of avalanche is lessened. The only safe location for anybody moving through this valley is the [[creatures:​dwarf|dwarven]] outpost of [[Blackstone Gap]] which sits on the shore of [[Coldstone Lake]]. Outside of this area the Gothar and Kranydrians must rely on the strength of their spears and bribes to the more powerful orc warleaders.
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 === Töframann === === Töframann ===
-Töframann are those that have been called to the path of magic and spirits. These men and women live outside of the rest of the village, often making their home upon the snow or ice far from the hearth. They are responsible for defending the Gotha against the darkest evils that have no fear of spear. They draw upon the breath of [[lore:​Néébeka]] and the wisdom of [[lore:​Heldt]].+Töframann are those that have been called to the path of magic and spirits. These men and women live outside of the rest of the village, often making their home upon the snow or ice far from the hearth. They are responsible for defending the Gotha against the darkest evils that have no fear of spear. They draw upon the breath of [[lore:Eisha|Néébeka]] and the wisdom of [[lore:​Heldt]].
  
 The arrival of a Töframann to a heimstadt is always a time of change. If a woman is nearing her birth it could be that her baby will be Töframann. If no woman is near then it is more likely a time of darkness is nearing the heimstadt and a Töframann is needed to guide them through. More than one Töframann arriving is always a sign of a great battle approaching. The arrival of a Töframann to a heimstadt is always a time of change. If a woman is nearing her birth it could be that her baby will be Töframann. If no woman is near then it is more likely a time of darkness is nearing the heimstadt and a Töframann is needed to guide them through. More than one Töframann arriving is always a sign of a great battle approaching.
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 //See also: [[Eishen]]//​ //See also: [[Eishen]]//​
  
-These women live on the rocky islands in the [[:White Sea]]. It is a land forbidden to men and dangerous to those women not willing to submit themselves. Occasionally the brave or stupid will tempt Néébeka'​s wrath and cross the sea to reach the islands. Those strong, brave, and smart enough might even see the light of day again. Those that do return receive great honors for the battle they have fought against both Néébeka and the warrior women that she shelters.+These women live on the rocky islands in the [[atlas:White Sea]]. It is a land forbidden to men and dangerous to those women not willing to submit themselves. Occasionally the brave or stupid will tempt Néébeka'​s wrath and cross the sea to reach the islands. Those strong, brave, and smart enough might even see the light of day again. Those that do return receive great honors for the battle they have fought against both Néébeka and the warrior women that she shelters.
  
  
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 ===== Economy ===== ===== Economy =====
  
-Goth is a hunter-gather society that lives almost completely off the land following the great herds of [[creatures:​caribou]] and [[creatures:​reindeer]] that populate their land. Only the déantóir may own something that they have not earned and only they made trade with other heimstadts or outsiders. The déantóir know of outsiders love of the zinc, lead, gold, silver, and gemstones that can be found beneath the surface.+Goth is a hunter-gather society that lives almost completely off the land following the great herds of caribou and reindeer that populate their land. Only the déantóir may own something that they have not earned and only they made trade with other heimstadts or outsiders. The déantóir know of outsiders love of the zinc, lead, gold, silver, and gemstones that can be found beneath the surface.
  
 They do not mint coins nor accept them as worthy goods to trade. Instead they prefer steel bars and wood, both items are difficult to find in the wind-swept tundra. They do not mint coins nor accept them as worthy goods to trade. Instead they prefer steel bars and wood, both items are difficult to find in the wind-swept tundra.
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 ==== Religion ==== ==== Religion ====
-//Main Article: [[organizations:​Gothite]]//​ 
  
-The Gothite ​religion is very strict and very exclusionary. In essence, it states that Goth was created to hold back the evil that was across the great sea. The sea would freeze and the evil would come so that all Gothites could do battle against it. Dying in battle is considered acceptable, but not seen as the highest idea of Goth. Instead, a warrior should best their opponent so they may continue to fight and teach their skills to the children.+The [[orgs:​gothite]] ​religion is very strict and very exclusionary. In essence, it states that Goth was created to hold back the evil that was across the great sea. The sea would freeze and the evil would come so that all Gothites could do battle against it. Dying in battle is considered acceptable, but not seen as the highest idea of Goth. Instead, a warrior should best their opponent so they may continue to fight and teach their skills to the children.
  
  
 ==== Magic ==== ==== Magic ====
  
-The magic used by the töframann is more of a call for ancestral intervention instead of the knowledge used by the [[lore:Dakarians]]. Unlike other magics, the power of the töframann seems nearly limitless when the töframann is living upon the land settled by their ancestors.+The magic used by the töframann is more of a call for ancestral intervention instead of the knowledge used by the [[orgs:dakarians]]. Unlike other magics, the power of the töframann seems nearly limitless when the töframann is living upon the land settled by their ancestors.
  
  
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 {{tag>​nation endless_snows miran}} {{tag>​nation endless_snows miran}}
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