Guilder
Region 14, SamBurke
[Link to Original Rolls]
Tumberink
Current Stats:
Diplomacy: 4
Military: 6
Curiosity: 6
Faith: 3
Luck: 1
Spoiler
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Original Stats:
Diplomacy: 3
Military: 5
Curiosity: 3
Faith: 3
Luck: 1
3
Region Details
Spoiler: Terrain
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Guilder is perhaps one of the best-situated trading nations in the world. From the massive Battersea Harbor System, with dozens of natural fjords forming the basis for its docks, to the Longsight Mountains, which allow easy transport of the various goods on their slopes down to the port-based valleys, everything in Guilder is built for having people coming and going all the time. Perhaps the only drawback to the nation is the Erlstorms, completely uncontrollable magical torrents which sometimes tear and shape the mountains for days on end.
Spoiler: People
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Because Guilder is a nation based entirely on ships and trade, its people began to venture far afield very early after its borders were formed. As a result, there are citizens of every type and description, even some who are not entirely human.
Spoiler: Resources
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The Farsight mountains are rich in natural resources, for those who can make quick trips up and down to gather wood, food crops, and metals. This reliance on exports creates a massive problem, however: the vast majority of those who are raised in Guilder become the producers of raw materials in the mountains, or traders in the ports. Thus, much of the trade is used for bringing in skilled laborers and craftsmen.
Spoiler: Religion
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There is no organized religion in Guilder, however many "worship" money in a crude way, through various pagan deities of trade, money, and power.
Spoiler: Technologies
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-Bronze-working at a basic level.
-The Technological Institute for Brilliant Minds, a university that focuses on pragmatic sciences.
-[Inventors] as a new Resource.