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Nation of Garon'd

Written by Salen

The nation of Garon'd is located in Eastern Tamia, situated between the Spine Mountains and Nym Forest. The people of Garon'd are almost strictly human with a very small dwarven presence here and there. The villages can be found sitting above the rest of the continent, lying atop the feature called The Drop. Most of these villages that rest under the high peaks of the Spine Mountains are mining villages, transporting there goods to the cities to the south. The other villages to the south are small farms, eking out a life from the hard soil.  

Capitol City & Rulership

The capitol of Garon'd is Gar, The City that Watches. This High walled city sits on the very edge of The Drop where the High River ends and The Fall begins. The city is very industrial and mining operations all start from here. A number of Guilds work out of Gar, and the merchants Guild has a strong presence here as well. The human architecture is dominant, and gearwheels are common among the rich landowners that fill their pockets from the sweet of miners. Garon'd is ruled by Lord Vallis Blackstone who took the throne after the tragic death of the King and Queen fifteen years ago. He was sworn in non traditionally using the King Scrolls, and has taken the rule of his nation with an iron fist, literally. The true heir, Ralia Snowmane, is alive and is part of the resistance hoping to take down Lord Vallis  

Magic & Technology

Garon'd has no magic to speak of, relying on technology instead. The nation is home to the Main Gearrail depot, with all of the cabins rolling out from Gar and onto the tracks that lead down off of The Drop. The geartracks run through every city in Garon'd, then lead down the grasslands by the Nym Forest to the rest of Tamia.   Garon'd is also home to the second largest airship company and flights leaving Gar are common. Children line the roof tops whenever a new airship takes its first flight off The Drop, and during holidays the festive ships line the skies.  

History

The history of Garon'd is like most other nations. After the humans came here from their shattered isles, they looked for a suitable place to start over again. They had found the faeries and other sylvan creatures of this land disdainful, actually thinking that they were akin to the demons of the old stories. The humans that founded Garon'd saw The Drop as a challenge and after two decades they had set up their cities atop that massive cliff and looked down on the rest of Tamia. When Anor, Nagar and Syll started warring, garon'd originally was staying out of it. However, the dwarves promised them that they would let the nation have the main depot for the new Gearrail system they were thinking of making and so Garon'd was drawn into the alliance. Then things went from bad to worse.  

Going against their Word

With the war dragging on, the elves found a way to boost their already powerful magic by enslaving the faeries and went at the alliance with furious anger. The dwarves were the first to fall, retreating into their mountains in the south and pulling the rocks in after them. The humans, stubbornly, kept fighting; calling upon their Gods to help them fight back. The humans of Garon'd were livid. The alliance was shattered and the dwarves had retreated, leaving them to fight alone against this powerful foe . Humans died by the hundreds, and the humans from Garon'd cursed the dwarves during that black time, yet their sacrifice gave the faeries the resolve to fight back themselves, fighting fiercely against their imprisonment and finally gaining freedom. They fled to the safety of their own dwindling nation, Nym, and worked a great spell of vanishing, disappearing from the world for good. This left the boosted magic of the elves temporarily stagnant, and the humans fought on. Years went by with no one side gaining any ground. Thankfully, as the years tolled on, a truce was formed. Of course Garon'd came out on top of that truce.

Geography

The majority of the cities of Garon'd can be found south of the Spine Mountains. This area is mainly grasslands and rolling hills, hard to farm yet good for the Geratracks that line the countryside. The thin air in Garon'd is a problem for most travelers, and elves in particular find it difficult being here. Not that many elves come to Garon'd nowadays.  

The Drop

Created when the stars fell from the night sky, this massive landmark is one of the great sites of Tamia. Scientists of Anor argue to this day about the physics of how it was made, yet the facts remain. When the massive rocks hit the middle of the continent creating the Crystal lake, it caused a massive drop in two thirds of the land, shattering the plates under the land and sinking it. The Drop is the part that stayed stable, remaining high above the rest of the land and watching over it like a over protective parent.

Elemental Focus

Each of the four nations are tied to one of the elements. When magic of that type is used in that nation it has a stronger effect than anywhere else across Tamia. The primary element in Garon'd is Earth and magic cast here that involves that element sees the magic have more control than usual. Asking the earth to do anything is risky at best, as that element is slow to react usually. Here in Garon'd though, anyone casting earth has an unusual amount of control in guiding those forces.
Type
Mountain / Hill
Owner/Ruler
Characters in Location

Xenophobia

  The people of Garon'd have always been prejudiced against elven and even half-elven people. They had a very deep hatred for dwarves for many years, but when the dwarves upheld their end of the bargain once the war was over, a lot of that hostility was forgotten. The elves however were never forgiven. While it is not against the law for an elf to walk in the nation of Garon'd, the people there will not take kindly to the elf and most likely snub him or worse. This fear and hatred has only gotten worse over the last 15 years, and though the people here are kind and helpful, they turn angry if an elf is seen.

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