Golemgame:Setting

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===Berkut===
===Berkut===
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Berkut is a marvel of dwarven engineering, constructed with enormous flood gates that allow it to launch submersible ships without any outward signs. While this is no protection from aquatic golems, these ships can take mortal vessels by surprise. However, their small range and speed makes them useless for offensive action of most kinds. Berkut is incredibly hard to locate for even an experienced tracker, and the only possible way to infiltrate it is through such a submersible ship.<br>
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Berkut is a marvel of dwarven architecture, constructed with enormous flood gates that allow it to launch submersible ships without any outward signs. While this is no protection from aquatic golems, these ships can take mortal vessels by surprise. However, their small range and speed makes them useless for offensive action of most kinds. Berkut is incredibly hard to locate for even an experienced tracker, and the only possible way to infiltrate it is inside such a submersible.<br>
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Before the golem war had taken a turn for the worse, the dwarves were working on an assassin just like their Namoki rivals, only instead of flesh and blood, they turned their knowledge of golemcraft towards this task. The resulting semi-autonomous race was dubbed the War-forged, but repeated failures in testing trials led the dwarves to pile all units that still functioned into a crate and dump it somewhere it wouldn't bother them. The missing link between these creatures and the modern-day warforged has never been explained, but their roots in the hated science of golem-making incite the hatred of dwarves just as much as anyone else's.
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Before the golem war had taken a turn for the worse, the dwarves were working on an assassin just like their Namoki rivals, only instead of flesh and blood, they turned their knowledge of golemcraft towards this task. The resulting semi-intelligent race was dubbed the battle-forged, but repeated failures in testing trials led the dwarves to pile all units that still functioned into a crate and dump it somewhere it wouldn't bother them. The missing link between these creatures and the modern-day warforged has never been explained, but their roots in the hated science of golem-making incite the hatred of dwarves just as much as anyone else's.
=The East=
=The East=
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==Somila==
==Somila==
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The
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Somila is but one of the nations claiming to be the successor state to the Agan Empire. Composed of an eclectic mix of elves, humans, kobolds and gnomes, Somila's access to the Serpent Gulf has allowed it to continue the trade legacy of its mother nation. A heaven for adventurers because of its proximity to the wealthiest Agan lands, Somila's primary occupations are mercenary and mercenary that works for the state to keep the other kind of mercenary from breaking too many things. The vast and expansive bureaucracy that controls the trade (and by extent, everything else) is only rivalled by the thriving criminal underground, which handles the shipping that needs to circumvent red tape, as well as most other kinds of shipping - it is often easier and faster to pay your way to a smuggler's cargo hold than to bribe your way through official means. The only god here is money, but there will always be someone willing to sell you prayer time at a "shrine" that might not even be a back alley, if you're lucky.
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===Appabaganna===
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The "rebirth of Mother Agan" is an enormous city of nearly twenty thousand, kept fed by constant streams of travellers and water in equal measure. With a waterway draining straight into the Serpent, it is a popular starting point for adventurers, who aren't bothered by the lack of a convenient way to get back to the city (because nobody would want to go back here by choice). The bulk of the city consists of a semi-mobile shantytown, and it's not unheard of the city's central core to suddenly become outskirts as a golem sighting sends the citizens scrambling. Anything can be found here, and anything can be lost (then re-purchased at a significant loss, unless you can prove it's really yours).
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==Kheret==
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The plains of Kheret are harsh and unforgiving, which helped the goblins living here push back Agan expansion. Skilled outriders and legendary sailors, Kheretans quickly adapted from opportunists that raided shipping to opportunists that scavenged anything left over after a town's population had fled from an approaching golem, real or fabricated. Goblins form small warbands, led by a cunning and respected (even if physically weak) chief. The Chief of Chiefs, the goblin who leads the strongest warband, must be a fine warrior in his own right, however. This goblin is the only one who may enlist the aid of other warbands to complete an objective; normally, if a warband requires more manpower, they will track down another band with a weaker chief and attempt to belittle and humiliate him so that the warband's members will lose respect for their previous leader and change sides. The current Chief of Chiefs is a young and ambitious goblin named Ghataban, with foolish un-goblin-like dreams of a life that's more than just raiding and pillaging.
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===Port Mehet===
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Another one of the Chief of Chief's duties is to maintain the fleet, which is based in Mehet. Most of the goblin fleet is composed of light collapsible vessels that are usually disassembled and carried by pack animals, but large vessels are hidden here, drawn out and crewed by the most skilled sailors when the Chief of Chiefs commands a raid on an especially valuable objective, or when the elves have gotten on his nerves once too many times. Barring an auspicious occasion, however, the city is never inhabited by more than a handful of clans at a time.

Revision as of 01:43, 18 June 2011

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