Ignatius's Guide

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Traveler's Guide to Imperial or Otherwise Significant Lands

Power empires map.png

compiled by Ignatius the Lazy

Editor's note: Ignatius hasn't actually left Cartasia in quite some time, due to being paid far too much. As it is, I'm not sure he's even been to half these places since he exaggerates so much.


About this guide:

The Map accompanying this glorious guide is based on a number of recent and highly reliable sources. These include:

--the official Hokernian border surveys as approved by the Conclave (from last year)

--the bi-annually released list of valid Praneli sects from the Chroniclers of the Various Paths

--the compiled list of nations in the most recent publication of the Indigenous Free Trade All-Encompassing Treaty

--Pranelli Common Air Council's list of eternal enemies of the enlightened.

Any complaints should be directed to the appropriate organization so that you may be punished for your ignorance.

Also, this guide only covers the Major Continents. There is absolutely nothing of any worth outside of this part of the world, no matter what Muil might say.


Useful knowledge for the uninformed and gullible:

--In recent years there have been many rumors about the nature-attuned tribes of wizards to the distant east and their yellow and green gems. These rumors are entirely false. There is no noteworthy magecraft to the distant east. Let us all remember the not-so-old hoax about "grey gems" and their ability to animate non-living objects (which anyone with a sufficient knowledge of magecraft knows is not a gem-based ability at all, but a point-based one)

--The Dark Realms may seem like an interesting place, with its many active volcanoes and its bizarre mis-shapen landscapes, but remember that very few who travel there live for more than a week. Vacations to the Dark Realms are deadly and not advisable at all.

--Contrary to what many advertise, Powaker travel agencies are required by the laws of Powak to enforce gem-share regulations. Travelers should avoid carrying gems into Powak for any reason whatsoever.


A General Overview of the Important Peoples

Hokern

There are two essential things to remember about interactions in Hokern: 1. The Conclave is not to be offended. Never underestimate the loyalty of Hokernians. They are will to die for their nation and even repeatedly come back from death for their nation 2. Do not assume it's safe. Hokern's safty regulations are the worst in all the world. There are entire sections of towns that shouldn't be traversed lest you risk getting the most bizarre diseases imaginable.

Travellers wishing to vist Hokern are advised to visit only the smallest of villages as those are the ones with the least undead (which, in Hokern, is a good thing).

One might notice that the map shows many many borders for Hokern. It is a convention of cartography to include several past borders so that when Hokern gets retaliation for its hostile imperialism, map makers don't have to work as hard.

Enthuria

A great place to go when looking for a companion, Enthuria is the only place where the commonfolk are more beautiful than the nobility. It is also a great country for getting away from harsh laws and royal interferences, without the constant threat of war with larger countries.

The most unfortunate aspect of Enthuria is that the vastly beautiful castles and garden are often restricted to only those who have been long undead.

Getting between the two major territories of Enthuria can be tricky, as the nobility doesn't put a high priority on informing commonfolk of where the few gates are or where they go. The most famous one is in the reigning king's castle, but that one is restricted to only the highest of nobility and priesthood.

Powak

Intellectuals will love their frequent and preferrably short visits to Powak. Even the most daft of drunkards can easily engage in conversations about a wide variety of topics from politics to geography. A trip to Powak is a trip around the world, as all Powaker cities tend to include sections from every corner of the Major Continents.

It is not recommended for experienced wizards to travel to Powak. Ever. Generally speaking, Powak is a great place to research and learn about magic, but only if you've been educated elsewhere first and only if you haven't received gems already. Travellers who are attached to their gems can get in legal trouble very quickly.

Pranel

There are no better sights than the amazing views from Praneli cities. Just be careful not to fall. It is quite a long way down.

It is far outside the scope of this guide to describe the vast variety of Praneli cities, but one thing that is very important to know is this:

DO NOT TRY TO CORRECT THE PHILOSPHIES OF THE PRANELI

you WILL be assassinated for it.

Greb

While the Greb are far more hostile to magecraft than the Powakers, Greb is also less capable of spotting a travelling wizard. As long as you avoid having your gems implanted while there, it is easy to hide gems in magic items, especially weapons. The Greb will kill you if they catch you casting, but using magic weapons is considered an unfortunate necessity.

Because the term "enlightenment" is generally assumed to mean the Praneli spiritual goal, it is not a good idea to say that word in the same phrase as "scientific" or "technological." This usually results in being lynched by an angry mob.

There has never been much agreement about the territorial borders within Greb as the entire confederacy is considered "purified land." Many among us sincerely wish that they never will develop actually official borders, as that would take work to survey. In fact, it would be nice if the outer territories of Greb would stop defecting, so the border could be simpler.

Muil

There is nothing particularly bad about Muil. On the other hand, there is nothing particularly good about Muil either. It is the goal that all Free-trader wish to become. Great for taking a relaxing vacation, as well as boring to live in. Muil hosts are generally hospitable, but be warned. They are mainly merchants that know how to coax more money from an unsuspecting guest.

It should be noted that Muil maps are usually drawn sideways. They still stubbornly claim that their way is better.

Someone once famously asked a Muil trader about making Muil life more interesting. The response was "More interesting? It's interesting enough having to follow the whims of the current island chief. Only a moron would want more interesting than that!"

Apranel

The collective term for countries that reject the teachings of the Pranelli. They are considered heretics that should be struck down by the gods, but certainly not by the Pranelli themselves (with some exceptions). While the Apranelli are quite happy to discuss various teachings and philosophies, they tend to get violently angry when someone praises the teaching of the Pranelli sect they rejected.

While there's not much worry about being unreasonably arrested in Apranel, the lack of structured governing tends to make violent crimes a major problem.

Indigenous Free Trade Alliance

Also known as the Anti-Hokern Alliance, this is a large group of small countries that decided they'd rather not have to deal with political absurdities from Hokern and banded together as one defensive front. Since none of the members were very strict about their borders anyway, the majority of people living within the member countries no longer know the name of their country. It is considered far more important to know where the territories of Hokern and Powak are.

Life within IFTA tends to be relaxed, with an emphasis on practicality over vanity. In summary, IFTA is like a middle-ground between life in Enthuria and life in Muil

Life-Preservation Alliance

Quite possibly the dumbest name they could have taken, the LPA is primarily made up of people who couldn't stand being ruled by the undead. While they have no particular hostility toward Enthuria (and are actually very similar), they are not willing to consider Enthuria in any high regard.

It is generally better not to point out to a citizen of the LPA that Enthuria is much wealthier and has more advanced magic.


Notable Places

Central Imperial Strip

The area between Greb and the Sea of Non-Existence is the center of all imperial governing. Powak, Hokern, and Enthuria all have their capitals there, with all their gates leading there as well.

No Man's Lake

The largest lake in the world was often confused for an ocean before the profession of cartography matured. It is said that the Black Island in its center is the meeting place of all the most secret organizations in the world, as well as the neutral ground for the four main empires to hold diplomatic meetings. The Lake itself is highly salty and is the source for much of the world's salt.

Sea of Non-Existence

Ever since gates were set up to travel between continents, no one has really cared about this sea. It might as well not exist. It is now only mentioned in the guides of great cartographers.

West Hokern

Both parts of West Hokern are considered one place. Hokernian historians tend to avoid explaining this piece of history. The most anyone has published on the subject is the cryptic passage in Mogarin's Guide to Hokern's Triumphs:

"Regarding the split in West Hokern, One day the just desserts shall be graciously handed out to the scum of Greb."

Cartasia

Marked on the map in delightful greenish-blue, Cartasia is the greatest country in all the world. Not only does it contain the most accurate and concise of all cartographers, but it is beautiful without compare.