BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Western Midlands

Geography
The Western Midlands are an area of Taiga bounded by the Blue Spire mountains to the east, the Rhys River to the north and the Whitefall river to the south. The western boundary is, of course, the Western Sea.   Landforms
The local mountain ranges are either granitic or metamorphic with a few areas of sedimentary formations. The local mountains or coastal ranges usually have a height of less than five thousand feet ASL (above sea level). Low rolling hills interspersed with wide open grasslands are typical for the Midlands. River Valleys have formed around the larger waterways.   Waterways
There are three major waterways in the Midlands. The Rhys River begins in the Blue Spires and is joined by the Red Rock River at Upper Loon Lake before continuing on to the Western Sea. On the way to the ocean the Rhys flows though both the Loon Lakes as well as Lake Hennepin. Whitefall river begins in the Blue Spires and flows Through Lake Volmere before finding it way to the sea. The third major waterway is the Ophion. It begins in the Dragon Spines and actually flows under the Blue Spires emerging into the flat grasslands and taking a circuitous path to the sea. The width and depth of the Ophion along with it's gentle current make it an ideal river for shipping traffic and a great many towns and cities have perched themselves on its banks to take advantage of all it has to offer.   Roads
There are roads throughout the Midlands, the best of them follow the great rivers. For the most part these are secondary roads paralleling the causeways. the causeways being those paths built directly on the shores of the rivers for the beasts towing the barges up river. Barges headed down river are required to stay to the "off side" of the river. Foot and wagon traffic is forbidden on the causeways. Between towns not on the rivers, roads can be as basic as an old and fading set of wagon tracks to a graveled and paved expanse two carts wide. The state, condition and width of these various byways depend on the amount of traffic they see as well as the wealth of the local lord.   Civilization
Cities in the Midlands are centered around Trade and Nobility. Each of the larger settlements has a local lord. The local lord sets taxes on his merchants and tithes on his holders. The Duke rules the Midlands, his Counts are sworn to his service and granted title and lands. Additionally, the Counts are required to tithe to the Duke and are granted the authority of High and Low Justice. Each Count has the right and ability to swear Vassal lords to himself after elevating them to the nobility. The elevation of an aristocrat to a title must be approved by the Duke. Once titled the newly minted noble may be granted lands and given to authority of Low Justice. Aristocrats without title may purchase lands from their liege and build upon them such manors as they desire. Untitled aristocrats may not swear commoners to themselves but may hire free men to labour upon their lands.   Cities
Bleys is the largest city in the Midlands. It is understandably also the richest as most of the trade between the Old Empire and the Southern Marches pass through Bleys as well as all the trade generated in the Midlands itself. Each of the Counts has a city designated their county seat or capital.   Towns
Towns are usually overseen by one of the Barons in service to a Count. There are a few Trade Towns established by the Guilds. These are normally overseen by a council of Guild leaders and if they're on the lands of a Noble they are required to tithe to the Land Owner. Some few Trade Towns have been established outside of the protection of the Dukedom. These rogue towns rarely prosper as they either need to hire mercenaries to guard them or they fall to the depredations of bandits.   Guilds
There are several Guilds active in the Midlands. Various types of Smiths, Tanners, Brewers, Dyers, Weavers, Masons, Carpenters and Assorted Wrights. Each City should contain a chapter house, even if that chapter house is nothing more than a spare room in the local Guildsman's home. To gain entry to a guild one must apprentice to a Master. There are a limited number of apprentice positions available, competition for them can be fierce. Once apprenticed the aspirant is provided with room and board. In return they are expected to work at whatever task they are given while familiarizing themselves with the processes of their given trade. Depending on the trade this can take anywhere from a year to a decade. After the Master determines that he has no more to teach the apprentice, the apprentice is tested by a panel of three Masters in knowledge, theory and practice. Should the apprentice succeed he is granted to rank of Journeyman. The new journeyman must then seek out three Masters and labour for them while learning from them. Each Master will observe and critique the Journeyman on his skills improving him as they are able. Once satisfying the minimum the Journeyman may apply for a Masters test at a regional Guild Center. A panel of five masters will observe the Journeyman at his craft paying attention to the way he works, instructs his assistants and manages his resources. His Masterwork is then held for review for a period of three months during which time all Masters previously served under are invited to evaluate it. The panel takes Feedback of all Master offering it and makes a determination. If in the positive the Journeyman is awarded the rank of Master and allowed to establish his own Guild certified business. If in the negative, the Journeyman is advised of his shortcomings and invited to continue his Journey, finding three more Masters. With a promising Journeyman who fails his Masters exam, it's not uncommon for a Master to invite the Journeyman to serve under him in order to rectify a flaw in technique.
Western Midlands Base Map Image
Containing the Grand Duchy of Everett Linwood, the Midlands are a prosperous land.
Type
Region

Comments

Please Login in order to comment!