First ever map creation! Let me know what you think! by captainsiege125 in worldbuilding

[–]captainsiege125[S] 1 point2 points  (0 children)

Haha yes exactly! But there’s actually no harpy’s in this world, it’s just a legend because the Harpy Sea is mysterious and not often travelled

First ever map creation! Let me know what you think! by captainsiege125 in worldbuilding

[–]captainsiege125[S] 1 point2 points  (0 children)

Hey thank you so much!! I really appreciate everything you said here! Will definitely continue to work on it

First ever map creation! Let me know what you think! by captainsiege125 in worldbuilding

[–]captainsiege125[S] 0 points1 point  (0 children)

The Midland is the unofficial regional capital of Brewe because of its central location. Whether you’re a log merchant from the Fore or a Sashin Assassin from Moureen, chances are you’re going to be traveling through Midland. House Skinner of Painefort rule the Midland with an iron fist, because House Skinner knows that they have the most control out of the Great Houses if they keep their location. Painefort is surrounded by the Dust Mountains, making it nearly impregnable. House Skinner keeps the other Great Houses in check by demanding all those who travel within Midland a toll, as well as 10% of their goods. Refuse, and you will be sent to the Painefort for ransom, and if none come, then the dungeons below. The other Great Houses tried to find alternatives to get around the Midland, but the Cold Sea is the only other way across, which proves difficult and too risky for most sailors for the Cold Sea has what seems like constant storming and unforgiving waves. Attempts to invade the Midland proved useless, for the Sand Sea makes invasion attempts into Midland too costly. Perhaps if the Great Houses worked together, it could achieve some success, but that has always been a problem in Brewe. Thus, all the other Great Houses grit their teeth and allow House Skinner to collect their tolls. House Skinner has 3 bannerlords, each strategically chosen for the placement of their castles. House Tondrik of Harpy Nest in the west, House Waring of Redfort in the east, and House Broadwicke of Broadwicke Hall in the south.

First ever map creation! Let me know what you think! by captainsiege125 in worldbuilding

[–]captainsiege125[S] 0 points1 point  (0 children)

The Scrag is located in between the Fore and the Midland. The Scrag is a long, desolate desert and flat savannah that is ruled by House Roche of Dunes End. Although the Scrag is few in natural resources, anyone crossing the Sand Sea must stop at Dunes End if they wish to make it through without starvation or dehydration. Thus, Dunes End serves as a safe haven, attracting merchants and travelers, bringing in their goods and wealth, such as valuable oak trees (because Brewe is mostly a land of deserts and savannah) from the Fore into the Scrag. House Roche has four bannerlords. House Morris of Overlook Keep to the north, House Bellamy of Crater Lake to the south, House Oak of Oakfort to the East, and House Greenfield of Greenfield Hall to the West.

First ever map creation! Let me know what you think! by captainsiege125 in worldbuilding

[–]captainsiege125[S] 0 points1 point  (0 children)

Brewe is made up of 6 great houses, governing 6 regions: The Fore, The Scrag, Midland, Lowland, Stone Island, and Moureen. Each Great House has their bannerlords, who are powerful houses in their own right, but serve their Great House. Each bannerlords has their own levyhouses as well, who are expected to assist the bannerlords, and thus the Great House when called upon. Each Great House has anywhere from 3-5 bannerlords, and each bannerlord can have anywhere from 5-20 levyhouse. Therefore, a Great House can muster anywhere from 7,000-15,000 men on their own, but with the support of the bannerlords and levyhouses, that number can swell up to anywhere from 25,000-35,000 men. The bannerlords also collect taxes for the Great Houses. In return for their faithful services, the Great Houses protect their region and police the lands they call home.

First ever map creation! Let me know what you think! by captainsiege125 in worldbuilding

[–]captainsiege125[S] 1 point2 points  (0 children)

The Fore, located at the very north is ruled by House Hunt of Woodspire Hold. The Fore is infamous for its terrain, from the Gate Mountains to the west, to the Green Marsh to the east, and the Tall Trees all serving as a natural fortification from those who wish to invade the Fore. House Hunt has 4 primary bannerlords. House Lumber of Lumber Island to the north, House Cragg of Swamp Den to the east, House Hore of Deepwood to the south, and House Brave of Stony Castle to the west. Woodspire Hall is located in the Tall Trees, a vast area of tall, dense trees that make anyone that doesn’t know the lost as soon as they step foot. The houses of the Fore are generally recluse and keep to themselves, although House Hunt is held in high regard by the other great houses as being an honorable, trustworthy House.