Post by mmgiru on Mar 1, 2016 17:29:48 GMT
Peacetime is a sandbox campaign set on the continent of Hammur, which is more than a decade out of the most frequent of many wars, and undergoing a unification effort, the core public feature of which is the Joint Hammuric Pokemon League.
The Continent of Hammur
Hammur ranges from a warm temperate latitude to a sub-tundra. A mountain range called the Hammuric Spine effectively splits the continent in half, with a northern region undivided and a southern region set in a fork in the mountain range. Each of these regions is, at present, an individual nation of one kind or another. The mountains are mostly impassable, but locals can often point one to passage over or under, which is rarely safe; particularly a decade after it fell out of use. More viable is a high-altitude crater lake in the center of the continent, called “Lake Omega”. This is the area least effected by the rain shadow, consequently.
In the west is the largest region, Samsu: dry plains and desert. Second-largest is the east: Iluna, forest, jungle, and marsh. In the warm north is Ammi: grasslands and a series of islands called the Silver Shoals. In the cold southern Ashlands is Matter: well-hidden, technologically advanced city-state. A volcanic chain far off the northwest coast called the Aster Isles falls loosely under Ammi's jurisdiction, but is inhabited by unusual pokemon, and the ecological concerns are dealt with more by Matterites than Ammiots.
Samsu
Samsu is rendered dry – plains and desert – by the Hammuric Spine creating a 'rain shadow'. As a result, while Samsu is the largest region by far, it can't support human life as well as Ammi or Iluna. The sources of civilization in Samsu are the River Dozh, which flows from Lake Omega, and the oasis around which the Samsuan capitol Providence is built.
Samsu is a republic, currently led by Prime Minister Volkov. There is a sharp division of classes in Samsu, between the powerful, quasi-noble rich, and the working class. While this has been slowly dissolving in recent years, with new technology and foreign pressure broadening the middle class, the elite still dwell in relative opulence, and the poor are often entrenched as such.
Samsu's prime sources of energy for most of its history were coal and labor. With some aid from Matter after the most recent war, Samsu was able to begin work on solar energy, and now has two operational solar power plants. This has drastically improved quality of life for Samsuan cities.
Iluna
Acquiring all of the rain that would otherwise reach Samsu, Iluna is covered in rich forest, which, while more conductive to life, brings its own challenges. Disease runs rampant through the wet woods, as do dangerous pokemon, poisonous and otherwise. The many rivers running through Iluna have watermills and a few hydro-electric power-plants, but draw powerful pokemon down from the mountains, and out of the forest. The energy not sourced from water is typically mined in the form of coal, which has similar effects.
Iluna is a confederation of tribes and clans descended from various immigration and colonization events, all bent to the land's will. Each tribe vies for territory and power in a constant political game, trying to get their tribal elders elected, which has resulted in a rich culture of art and crime. More rural villages will typically be all of one or two tribes, while the urban cities will have many tribes all conflicting or forcibly working together, depending on how modern or bought the employer may be.
The general stereotype of Ilunans is savagery, and a popular joke among outsiders – particularly Samsuans – is not to let an Ilunan be your chef, as you won't know whether the meat was a friend.
Ammi
Ammiots are stereotyped as privileged, effete, lazy, corrupt, and generally urban. The last one is fairly true. Ammi's capitol Beryl is the largest city on the continent (save Matter) and its influence extends into several cities and towns beyond, making a sizable portion of Ammi at least suburban. Still, there are many pleasant, rolling hills and grassy valleys in Ammi where agriculture is prominent.
Fairly common knowledge regarding Ammi's capitol, Beryl, is that a series of catacombs are built beneath the eastern portion of the city. The thoroughly haunted nature of the catacombs is widely known, and deters many less adventurous souls from challenging the Ghost-Adept Eli Cohen, who had chosen to establish his Gym in the heart of the catacombs. Beryl is where the Grand Opening of the Joint Hammuric League is planned.
Also part of the state of Ammi are the Silver Shoals. The islands are numerous, and vary wildly in size and distance from one another. Maritime life is the default, and fishing, trading, and piracy are each popular in the Shoals, though the latter has been more difficult since the war between Hammuric nations ended, and many pirates have had to legitimize.
Ammi is a republic like Samsu, but does not share the latter's nigh-nobility, and has a much more fluid social structure. There are still vastly rich people, but these are typically businesspeople and politicians.
The largest river of Ammi is the Anima, so named because in popular myth, souls are said to flow down it into the sea. This did not stop a hydro plant from being built between the city of Opal, at the base of the Anima Falls, and Beryl, where the river forks before reaching the sea. In the sea beyond the Silver Shoals, a few wind farms serve as effective power-plants.
Ashlands
The south of Hammur is nearly tundra, and while the Ashlands are about as barren as the Samsuan south, they are also a geological hotspot, quite literally. The landscape is dotted with geysers and hot springs which allow for native species of algea to grow, sourcing some of the wildlife. A few other plants grow there, but mostly needle-like grass and conifers. The ground is covered in ash year round, and snow almost as often, due to the lack of sunlight from the Hammuric Spine's split to the north. Storms of this snow, ash, and even glass often gray the skies.
Somewhere in the center of this place is the technocratic city-state of Matter, which is chiefly populated by scientists and artists of one sort or another. Matter is highly sophisticated technologically, which disseminates very well to the lower strati of their society; 'practical people', as they're called. Typically, theorists of Matter look down on the people who construct their ideas.
Matter is a 'direct' democracy, feeling each of their citizens is acceptably cultured and educated enough to have an input on how society functions. Still, the respect of ones peers goes a long way in the decision-making of Matterites, and influenced can be accrued like anywhere else. Patronage is typically distributed in the forms of Clubs and Societies, though individual savants can accrue a following.
Matter functions on a semi-revolutionary geothermal power-plant, the technology behind which it has consistently bumbled out of sharing with anyone, without any real subtlety in their intent to do so. This has not instilled any good will among other nations, but the city-state seems to have the curious ability to hide itself at will, whenever tensions with outsiders rise a little too high. It is unknown as yet how well foreigners will be able to find the region's three Gyms for the Hammur League.
Player Characters
Player-Made Resources
The Continent of Hammur
Hammur ranges from a warm temperate latitude to a sub-tundra. A mountain range called the Hammuric Spine effectively splits the continent in half, with a northern region undivided and a southern region set in a fork in the mountain range. Each of these regions is, at present, an individual nation of one kind or another. The mountains are mostly impassable, but locals can often point one to passage over or under, which is rarely safe; particularly a decade after it fell out of use. More viable is a high-altitude crater lake in the center of the continent, called “Lake Omega”. This is the area least effected by the rain shadow, consequently.
In the west is the largest region, Samsu: dry plains and desert. Second-largest is the east: Iluna, forest, jungle, and marsh. In the warm north is Ammi: grasslands and a series of islands called the Silver Shoals. In the cold southern Ashlands is Matter: well-hidden, technologically advanced city-state. A volcanic chain far off the northwest coast called the Aster Isles falls loosely under Ammi's jurisdiction, but is inhabited by unusual pokemon, and the ecological concerns are dealt with more by Matterites than Ammiots.
Samsu
Samsu is rendered dry – plains and desert – by the Hammuric Spine creating a 'rain shadow'. As a result, while Samsu is the largest region by far, it can't support human life as well as Ammi or Iluna. The sources of civilization in Samsu are the River Dozh, which flows from Lake Omega, and the oasis around which the Samsuan capitol Providence is built.
Samsu is a republic, currently led by Prime Minister Volkov. There is a sharp division of classes in Samsu, between the powerful, quasi-noble rich, and the working class. While this has been slowly dissolving in recent years, with new technology and foreign pressure broadening the middle class, the elite still dwell in relative opulence, and the poor are often entrenched as such.
Samsu's prime sources of energy for most of its history were coal and labor. With some aid from Matter after the most recent war, Samsu was able to begin work on solar energy, and now has two operational solar power plants. This has drastically improved quality of life for Samsuan cities.
Iluna
Acquiring all of the rain that would otherwise reach Samsu, Iluna is covered in rich forest, which, while more conductive to life, brings its own challenges. Disease runs rampant through the wet woods, as do dangerous pokemon, poisonous and otherwise. The many rivers running through Iluna have watermills and a few hydro-electric power-plants, but draw powerful pokemon down from the mountains, and out of the forest. The energy not sourced from water is typically mined in the form of coal, which has similar effects.
Iluna is a confederation of tribes and clans descended from various immigration and colonization events, all bent to the land's will. Each tribe vies for territory and power in a constant political game, trying to get their tribal elders elected, which has resulted in a rich culture of art and crime. More rural villages will typically be all of one or two tribes, while the urban cities will have many tribes all conflicting or forcibly working together, depending on how modern or bought the employer may be.
The general stereotype of Ilunans is savagery, and a popular joke among outsiders – particularly Samsuans – is not to let an Ilunan be your chef, as you won't know whether the meat was a friend.
Ammi
Ammiots are stereotyped as privileged, effete, lazy, corrupt, and generally urban. The last one is fairly true. Ammi's capitol Beryl is the largest city on the continent (save Matter) and its influence extends into several cities and towns beyond, making a sizable portion of Ammi at least suburban. Still, there are many pleasant, rolling hills and grassy valleys in Ammi where agriculture is prominent.
Fairly common knowledge regarding Ammi's capitol, Beryl, is that a series of catacombs are built beneath the eastern portion of the city. The thoroughly haunted nature of the catacombs is widely known, and deters many less adventurous souls from challenging the Ghost-Adept Eli Cohen, who had chosen to establish his Gym in the heart of the catacombs. Beryl is where the Grand Opening of the Joint Hammuric League is planned.
Also part of the state of Ammi are the Silver Shoals. The islands are numerous, and vary wildly in size and distance from one another. Maritime life is the default, and fishing, trading, and piracy are each popular in the Shoals, though the latter has been more difficult since the war between Hammuric nations ended, and many pirates have had to legitimize.
Ammi is a republic like Samsu, but does not share the latter's nigh-nobility, and has a much more fluid social structure. There are still vastly rich people, but these are typically businesspeople and politicians.
The largest river of Ammi is the Anima, so named because in popular myth, souls are said to flow down it into the sea. This did not stop a hydro plant from being built between the city of Opal, at the base of the Anima Falls, and Beryl, where the river forks before reaching the sea. In the sea beyond the Silver Shoals, a few wind farms serve as effective power-plants.
Ashlands
The south of Hammur is nearly tundra, and while the Ashlands are about as barren as the Samsuan south, they are also a geological hotspot, quite literally. The landscape is dotted with geysers and hot springs which allow for native species of algea to grow, sourcing some of the wildlife. A few other plants grow there, but mostly needle-like grass and conifers. The ground is covered in ash year round, and snow almost as often, due to the lack of sunlight from the Hammuric Spine's split to the north. Storms of this snow, ash, and even glass often gray the skies.
Somewhere in the center of this place is the technocratic city-state of Matter, which is chiefly populated by scientists and artists of one sort or another. Matter is highly sophisticated technologically, which disseminates very well to the lower strati of their society; 'practical people', as they're called. Typically, theorists of Matter look down on the people who construct their ideas.
Matter is a 'direct' democracy, feeling each of their citizens is acceptably cultured and educated enough to have an input on how society functions. Still, the respect of ones peers goes a long way in the decision-making of Matterites, and influenced can be accrued like anywhere else. Patronage is typically distributed in the forms of Clubs and Societies, though individual savants can accrue a following.
Matter functions on a semi-revolutionary geothermal power-plant, the technology behind which it has consistently bumbled out of sharing with anyone, without any real subtlety in their intent to do so. This has not instilled any good will among other nations, but the city-state seems to have the curious ability to hide itself at will, whenever tensions with outsiders rise a little too high. It is unknown as yet how well foreigners will be able to find the region's three Gyms for the Hammur League.
Player Characters
Player | Character | Party | Location |
AeonThePhoenix | Garran Drakmire | | Beryl |
Alicia | Julia Davis | Beryl | |
Harbringer of Insanity | Jason Glade | Beryl | |
Hay | Rel Nevana | Beryl | |
shadowblaze94 | Lyle Rose | Beryl |
Player-Made Resources