Mhar mapping project: Aukland
Another portion from the continental map, the tiny Nicilan kingdom of Audora, commonly known among humans as Aukland (so named for the thousands of auks that nest along its coastal cliffs).
Aukland lies in a strait of water that connects the Medimere with the northern ocean and is an important port for ships sailing through the Neck (as the straights are commonly called). The waters of the strait are important for trade, but are subject to chaotic tides and weather.
The kingdom itself is unusual in that it home to both a human community and the cat-folk of Mhar (two races at this time period in Mhar's history do NOT get along well--humans rarely play well with others). To complicate things, the humans on the isles are decendants from Northmen Viking who ended up settling the two smaller isles and in the capital Hobeon after ridding themselves of the notion that they could conquer the isle.
The main reason they decided against it was that the Isle had been a mass battleground between humans and Nicila for generations before and the ghosts of so many murdered Nicila make it near impossible for humans to stay on most of the main island unless they're escorted or can erect wards every night when they bed down. Any human that does otherwise tends to go rather mad. Non-humans appear to be unaffected, the ghosts seem to regard dwarves and the such as non-threats.
Even though you think this would rather quench the thought of conquest by outsiders, there are always some that believe that the power of their faith would overcome this problem. Specifically, the Lietzberg League who'd love to force Hobeon to join the league--or else. They aren't too keen on the Nicila though and look to try to create rebellion among the human population of the city in the hopes of seizing the port and making it independent (as a protectorate state of the League of course).
Of course they assure the humans that the power of the Church will protect them from the shades that lurk outside Hobeon's walls and eventually the isle will be rid of the troublesome ghosts.
Really. Trust us. Honest
Aukland lies in a strait of water that connects the Medimere with the northern ocean and is an important port for ships sailing through the Neck (as the straights are commonly called). The waters of the strait are important for trade, but are subject to chaotic tides and weather.
The kingdom itself is unusual in that it home to both a human community and the cat-folk of Mhar (two races at this time period in Mhar's history do NOT get along well--humans rarely play well with others). To complicate things, the humans on the isles are decendants from Northmen Viking who ended up settling the two smaller isles and in the capital Hobeon after ridding themselves of the notion that they could conquer the isle.
The main reason they decided against it was that the Isle had been a mass battleground between humans and Nicila for generations before and the ghosts of so many murdered Nicila make it near impossible for humans to stay on most of the main island unless they're escorted or can erect wards every night when they bed down. Any human that does otherwise tends to go rather mad. Non-humans appear to be unaffected, the ghosts seem to regard dwarves and the such as non-threats.
Even though you think this would rather quench the thought of conquest by outsiders, there are always some that believe that the power of their faith would overcome this problem. Specifically, the Lietzberg League who'd love to force Hobeon to join the league--or else. They aren't too keen on the Nicila though and look to try to create rebellion among the human population of the city in the hopes of seizing the port and making it independent (as a protectorate state of the League of course).
Of course they assure the humans that the power of the Church will protect them from the shades that lurk outside Hobeon's walls and eventually the isle will be rid of the troublesome ghosts.
Really. Trust us. Honest
Category All / Fantasy
Species Unspecified / Any
Size 447 x 551px
File Size 79.4 kB
Listed in Folders
The main isle is just a little over a 100 miles in length, roughly that of Corsica or Jamaica, though it's climatically similar to Denmark and southern Sweden.
I'd have to talk to Greg about it, but the number of humans living on the Isles are likely no more than 20 thousand (tops, likely less than that), and nearly double the number of Nicila. A portion of that population however is absent most of the time, serving on hundreds of merchant ships that traverse the Northern Seas.
This merchant fleet is why Hobeon is an important trading hub and why the League wants it so bad. The League dominates sea trade in the Medimere and through Hobeon it would be able to fully extend its power over the northern ports and dominate trade in the North. Think of the Leitzberg League a cross between the Hansiatic League and the Orion Cartel of ST.
I'd have to talk to Greg about it, but the number of humans living on the Isles are likely no more than 20 thousand (tops, likely less than that), and nearly double the number of Nicila. A portion of that population however is absent most of the time, serving on hundreds of merchant ships that traverse the Northern Seas.
This merchant fleet is why Hobeon is an important trading hub and why the League wants it so bad. The League dominates sea trade in the Medimere and through Hobeon it would be able to fully extend its power over the northern ports and dominate trade in the North. Think of the Leitzberg League a cross between the Hansiatic League and the Orion Cartel of ST.
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