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13:33, 25th April 2024 (GMT+0)

Atlânia.

Posted by CronistaFor group 0
Cronista
GM, 13 posts
Sun 24 May 2020
at 15:54
  • msg #1

Atlânia

Atlânia é um imenso supercontinente formado por duas grande s massas de terra: Tenânia no norte e Zumerônia no sul. As duas são conectadas pelo Pescoço Derani, um afaixa com largura de 60 km.

Atlânia é limitada a oeste pelo mar Poente, e a leste e sul pelo mar de Topázio. Entre  Tenânia and Zumerônia encontramos o mar Morno.

O Labirinto é um vasto arquipélago que domina o mar de Topázio.

Sábios e historiadores acreditam que haja outros continentes, mas não há provas disso. Muitas expedições zarparam para descobrir esses novos territórios, mas nenhuma retornou.
Cronista
GM, 14 posts
Sun 24 May 2020
at 16:46
  • msg #2

Nações

AQUERÔNIA
Nominally ruled by the Black Pharaoh from its capital, Kanaak, the Shadowy Queen of the South is actually controlled by the priesthood of Sobekh, who wield great power over the nation and its inhabitants. Pharaoh-princes exercise local power, but are also under the heel of the clergy, much to their dismay. Acherônia is the most powerful nation of Zumerônia and once was the center of a subcontinent-wide empire almost constantly in conflict with the Valusian Empire (see below). Though it has lost much of its glory, the nation's still very much feared - not only because of its military might, but also its dark and powerful sorcery. Acheronians are tall, slender and brown-skinned, although individuals with lighter or darker skin tones can often be found. Hair and eyes are dark, but blue eyes aren't unusual. Names should sound Ancient Egyptian, like Hutamon and Qenerefe.

CELTÉRIA
torn between its northern barbarian clans, the Firbal, and the southern knightly aristocracy, the Duada, Celteria is a nation in search of an identity. The Duada would rather their country be like Valusia, while the Firbal would have nothing to do with foreigners. Both forces often clash and Celteria lives in a state of cold civil war with occasional hot flashes. The Duada consider Nemuria, in the South, the nation's capital, where the High Lady holds court. The Firbal, on the other hand, claim the true seat of power is Angoria, where the High Lord abides. Firbal have fair complexion and black or brown hair and eyes; Duada have olive skin and display lighter hair and eye colors. Names sound Celtic, like Cohan and Brygidda.

DERAN
Não tão rica quanto a Valúsia, sua vizinha do leste, Deran depende de sua agricultura, de sua marinha, dos portos e do pedágio que cobra das caravanas para sobreviver. O porto de Chazmirim é bastante movimentado e muitas caravanas partem dele em direção ao leste, ao sul e ao norte, assim como outras cruzam o país para poder levar seus produtos para seus longíquos destinos. Os derani pertencem à mesma linhagem  dos valusianos, com pele clara ou morena, e cabelos e olhos que vão do negro até tons mais claros. A intensa atividade comercial em Deran expôs a população a um maior nível de miscigenação. Nomes possuem estilo latino, porém com uma sonoridade mais italiana, como Doardo e Mirana.

KAJUTA
A chaotic South Zumeronian nation ruled by barbarian warlords. It's a source of many mercenaries for other nations.

KHEB
Another South Zumeronian nation, Kheb was the last country to throw off the shackles of Acheronian dominance, with its culture heavily influenced by its former masters.

KOZIR
An East Tenanian nation of endless steppes inhabited by bow-wielding, horse-riding nomadic tribes. Names sound Cossack.

LABIRINTO
Thousands of islands that are home to the people known as Moani, the Maze is also a refuge for pirates that attack merchant vessels crossing the area and lose pursuers among the treacherous waters. A few islands also hold ancient ruins, some of which are dedicated to long-forgotten (or so the Moani say) gods. There seems to be an above-average frequency of sea monsters, whirlpools, freakish storms, strange societies and other unusual phenomena. Moanis tend to be shorter, but more massive than other groups, with darker (or tanned) skin tones, black hair and eyes. Names should sound Polynesian, like Ruru and Aonani.

LORMYRIA
Uma nação nortenha similar à Thromyria, mas não tão castigada pelo frio. Acaba sendo uma colchão entre os thromyrianos e os firbal da Celtéria.

NEM
A land of swamps, gigantic creatures and hostile tribes in northern Zumerônia.

REINOS MÉDIOS
A collection of city-states along the shore of the Warm Sea east of Valusia, the Middle Kingdoms have one of the worst reputations in Atlânia: they are considered a wretched hive of scum, villainy and debauchery. Though the city-states have names of their own, these are rarely used. Instead, they are called "City of Thieves/Sin/Sorcery/Slaves" and so forth. Human traffickers, demon cultists, assassin orders and sorcerous cabals are all things one might encounter in the Middle Kingdoms. People of the Middle Kingdoms have no set physical traits and any variation can be found in the city-states. Names, likewise, can sound however you like.

THENA
Uma pequena nação de cultura marcial e uma estranha forma de governo no qual a população escolhe seu governante.

THROMYRIA
A northern land of frozen mountains and snowy valleys locked in an eternal winter that has produced a fierce race of warriors, the chosen of the god Throm, who's said to have sculpted them from the ice of the mighty peak Thromheim. There's no central government in Thromyria, with each village being controlled by a chief. Legend says the god Fanu cursed the land, when a Thromyrian war party cut down a whole forest to make boats. The sylvan deity made their homeland "as cold as their hearts", turning an already tough place to live into an almost uninhabitable frozen hell. As a result, Thromyrians became raiders, plundering the resources they need from neighboring nations, especially Valusia and Celteria. When not pillaging, the chosen of Throm fight the strange creatures that inhabit the northern ice. Thromyrians are tall, fair-skinned and fair- or red-haired. Their eyes range from deep green to icy blue. Names should sound Nordic, like Sven and Ylwe.

TUULA
A mist-covered hill country at the eastern end of Tenânia that's filled with castles and a decadent (some say Abyss-worshipping) nobility. Names soudn Russian.

UMBIRA
the second most powerful nation of Zumerônia, Umbira is a young kingdom, whose power is concentrated in the southern half of the subcontinent. Queen Nuafa rules from Lassa, extending her influence through the military and merchant arms of the powerful Umbiran navy, the Red Fleet. The nation walks a thin line trying to not anger Acherônia, while projecting power over South Zumeronian countries. Umbirans have dark skin tones, black, and occasional green, eyes, and black hair usually worn in long braids decorated with gold and silver rings, as well as gems. Names should sound Yoruba.

VALÚSIA
in the past, the center of an empire that stretched from the western coast of Tenânia to the Maze-facing eastern shores, and from the south of Thromyria to the Warm Sea, Valusia no longer controls this vast domain. It's still the most powerful nation in Atlânia, with Acherônia being its only true rival. This glorious past and advanced infrastructure - its military legions and extensive road network are two examples - are the reasons for Valusian haughtiness: they consider themselves the most civilized nation in the world. The Valusian king rules from Sanjeana in the center of the country, but Benares, at the end of a peninsula that juts into the Warm Sea, is equal in importance, being the main trading port of the continent. Valusians display a lot of variation, due to their imperial past, but "true" stock has fair (usually tanned) skin, from black to light blond hair, and brown or green eyes. Names should sound Roman.

ZARGOS
An island nation of sorcerers, merchants and corsairs north of the Maze that dominates most of the eastern sea trade.
This message was last edited by the GM at 14:10, Mon 30 Aug 2021.
Cronista
GM, 15 posts
Sun 24 May 2020
at 21:06
  • msg #3

Religião

There are many pantheons in Atlânia and many more gods. Some deities grow in popularity due to their portfolio's affinity with a culture or simply because they are the gods of invaders. The following is a list of the main Atlani powers.

Astarte: this fiery and sultry goddess is mainly worshipped in the Middle Kingdoms.

Borag Bal: an ancient beast god still followed by certain independent tribes in Zumerônia.

Dagon:
one of the Moani "forgotten" gods, he has a secret cult in certain Maze islands.

Elim: the peaceful and kind god of Valusia is worshipped in most of West Tenânia.

Fanu: the cult of the god of forests is widespread in Tenânia.

Yansanã: The Umbiran patron goddess, she rules the winds and the hearth.

Sobekh: the crocodile-headed god worshipped in Acherônia as the one true power.

Sok-sotoh: one of the Abyss gods, demonic deities said to reside between the stars, whose cults are outlawed in most nations, except Tuula.

Throm: the cold, distant and harsh patron god of the Thromyrians, rumor has it that he was responsible for the eternal winter of Thromyria.
This message was last edited by the GM at 19:52, Wed 03 June 2020.
Cronista
GM, 36 posts
Wed 3 Jun 2020
at 19:19
  • msg #4

Dinheiro

There are as many coins in the world as there are nations and peoples, but independently of size, mint or denomination, the basic unit of value is the copper piece, or shequim (also known as sheq and brown gold). The absolute minimum wage is the “quinquim”: earning five shequim for one day of work. It is the basic wage paid to laborers, soldiers, and menials. Merchants, smiths, and tradesmen can earn between 10 and 20 shequim a day, depending on their skills. Educated professionals like scribes, surgeons, and engineers can manage 25 shequim a day.

A shequim is enough money to buy a basic meal, one night of poor lodging, or a night with a lowly prostitute. Slaves can be bought for as little as 150 shequim and mounts can cost between 200 and 500 shequim. A set of full-plate battle armor could run upwards of 1,000 shequim.

Living with five shequim per day may be enough for the common man, but who braves the dangers of the world to live blandly? Mercenaries, criminals and tomb raiders, among other bold professionals, use the fortunes they acquire in their adventures to live the good life. This usually costs 20 shequim per day. However, the more experienced adventurers may not be content with just the good life – they want all the decadence that existence can offer. Decadent living can cost from 40 to 150 shequim per day, and sometimes more, depending on where the character is.

Although the shequim is the most common coin, there are others produced from more precious metals, like silver and gold. The standard coin weighs about a third of an ounce (10 g), so there are one hundred to the kilo.

Shequim [cobre, moeda] = 1$
Silka [prata, moeda] = 10$
Galdin [ouro, moeda] = 100$
This message was last edited by the GM at 01:54, Mon 08 June 2020.
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