Free Territories of the Wizards Organization in Asyur | World Anvil

Free Territories of the Wizards

Structure

His Most Magical Authority: Leader The First Protector: General

Culture

Elven cities and gnomish tinker towns and human farming communities.

History

Originally apart of the Cormanthyr Forest, the Wizards lived freely, hidden from the world by the elves. However when the Green Scourge came tearing through, the power flopped. No longer able to contact the greater Cormanthyr Forest the elves begged the Wizards to save their way of life, in return they would gain the political power and responsibilities of being the new rulers of the valley.   Since then the wizards and mages of the valley have ruled with a rather lax hand. So lax is the wizards rule, that the elves have since repopulated their villages. In addition, the elves no longer rely on the wizards for security, instead using the 27 different (but remarkably the same) guardian towers (or guardian trees). It is believed that the wizards still rule these lands, even if the elves never see them. Those living in the human or gnome communities have even less influence from the wizards, fully relying on the elves for protection. This isn't to say there aren't wizards or mages in the elven army, on the contrary, almost every single gnome in the army is a spellcaster of some kind.    In the early years of this arrangement, the elven armies were tasked with tracking down a group of adventures who had trespassed into the Valley of the Mage, on behalf of their own secretive leader, the First Protector, who claimed the adventures had tried to assassinate the Magical Authority. The adventures were promptly hunted down with the help of the First Protector, who claimed the armor of one of the fallen adventures as her own.

Demography and Population

Pop. 10,000 Human 37%, Elf 25% (Valley), Gnome 18%, Halfing 10%, Half-elf 5%, Other 5%

Foreign Relations

Trade & Transport

Bonus Resources

Bonus resources are the most frequently found type of resource, and they are the most versatile in a strategic sense. They provide food, production, or money, benefiting a nearby city, and they can be improved for even greater benefits.
  • Bananas (+1 food) (irrigation) (plantation)
  • Copper (+2 money) (mining) (mine)
  • Cattle (animal husbandry) (pasture)
  • Deer (+1 production) (animal husbandry) (camp)
  • Fish (+1 food) (celestial navigation) (fishing boats)
  • Rice (+1 food) (pottery) (farm)
  • Sheep (+1 food) (animal husbandry) pasture)
  • Stone (+1 production) (masonry) (quarry)
  • Wheat (+1 food) (pottery) (farm)

Luxury Resources

Luxury resources are commodities highly prized by Citizens, and their availability helps increase Citizen happiness by granting Amenities. Most Luxury Resources are provided by the land, and you can access them by improving a hex/tile that contains the resource or even founding a settlement on it (provided you've access to the technology necessary to improve it). Some, however, are exclusive products of specific city-states and may only be obtained via them. Yet others are the lifework of Great Merchants, who you will need to attract to your settlements in order to access the resource.
  • Amber (+1 culture)
  • Citrus (+2 food) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Cotton (+3 money) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Dyes (+1 faith) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Diamonds (+3 money) (mine)
  • Furs (+1 food, +1 money) (camp) (+1 food and +1 production with camp and Elven Pantheon)
  • Gypsum (+1 production, +1 gold) (quarry)
  • Honey (+2 food) (camp) (+1 food and +1 production with camp and Elven Pantheon)
  • Incense (+1 faith) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Ivory (+1 production, +1 gold) (camp) (+1 food and +1 production with camp and Elven Pantheon)
  • Jade (+1 culture) (mine)
  • Marble (+1 culture) (quarry)
  • Mercury (+1 Science) (mine)
  • Olives (+1 production, +1 gold) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Silk (+1 culture) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Silver (+3 money) (mine)
  • Spices (+2 food) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Sugar (+2 food) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Tea (+1 science) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Tobacco (+1 faith) (plantation) (+1 culture with plantation and Elven Pantheon)
  • Truffles (+3 money) (camp) (+1 food and +1 production with camp and Elven Pantheon)
  • Wine (+1 money, +1 food) (plantation) (+1 culture with plantation and Elven Pantheon)

Artifacts/Archaeology

Archaeology deals with Artifacts that are extracted from Antiquity Sites and Shipwrecks using Archaeologists and then taken to Archaeological Museums. These Artifacts can be kept for Culture and tourism bonuses, or traded with other civilizations. 
  • Antiquity Site (Ancient Era)(Classical Era)(Medieval Era)(Renaissance Era) (may be excavated by Archaeologists to produce Artifacts.)

Strategic Resources

Strategic resources re those that are important from a military standpoint. They also provide some bonuses, but more importantly, when the relevant hex/tile improvement is built on them, they provide access to vital materials which allow you to build important military units.
  • Horses (+1 production, +1 food) (pasture)
  • Iron (+1 science) (mine)
  • Ley Line (gives major bonus yields to all nearby resources)
  • Lumber (+1 production) (lumber mill)
  • Niter (+1 production, +1 food) (mine)
  • Uranium (+2 production) (mine)

Maps

  • Thorp of Fortune
  • Moonhollow
Founding Date
Circa 4130 Second Age
Type
Geopolitical, Country
Alternative Names
Free Territories of the Mad Wizards
Predecessor Organization
Demonym
Imlad
Government System
Monarchy, Absolute
Power Structure
Client state / puppet state
Economic System
Barter system
Official State Religion
Official Languages

Unfriendly

Diplomatic Agreements

Open Borders

Relationship Log

Warmongering/Grievances. (Attacking a neighbor)
Settling in lands they consider theirs. (-3)
Having a different Government.

Unfriendly

Diplomatic Agreements

Grievances

Relationship Log

Warmongering/Grievances.
Moving military units near their borders persistently. (-2)
Having a different Government.
Denouncing.
Defensive Pact. (Gran Dutchy of Geoff)

Unfriendly

Diplomatic Agreements

Grievances

Relationship Log

Warmongering/Grievances.
Moving military units near their borders persistently. (-2)
Having a different Government.
Denouncing.
Performing an espionage mission against them, and getting caught. (-5)

At War

Diplomatic Agreements

Warmongering
Grievances

Relationship Log

Warmongering/Grievances. (Repeated Offense)
Moving Military Units Near Their Borders Persistently. (-20) (Repeated Offense)
Having A Different Government.
Denouncing. (Repeated Offense)
Performing An Espionage Mission Against Them, And Getting Caught. (-50). (Repeated Offense)
Settling in lands they consider theirs. (-3)

Articles under Free Territories of the Wizards


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