Showing posts with label Gazetteer. Show all posts
Showing posts with label Gazetteer. Show all posts

Monday, 2 August 2021

August 2021: Alyeskan Gazetteer - Scrapper's Island

 Certainly been a while since we've had a Gazetteer post, so probably high time that was addressed. As ever this serves to explore the untamed wilds and expand the map of Alyeska, thus providing more fodder for people's games of Frozen Skies. In this month's entry we take a look at one of many ventures that failed to live up to their investor's expectations.


Scrapper's Island

Scrapper's Island is located in the Needles, north of Theda Air Station

The island has been used by fishermen for decades, originally being known as Dirgen's Landing since time almost immortal. Things changed with the end of the Great Darmonican War and the large amounts of war surplus flooding the market as the various militaries demobilised their forces. One enterprising businessman, a certain Sean Holden, sought to take advantage of this situation.

Spending no small amount of coin, Holden acquired the deed to the island and set about having a smelting plant and workers' housing constructed. Back in the Commonwealth's Home Isles he tendered contracts for disposal of surplus military equipment with the view of having it then transported to his island factory. It was Holden's intent to break up the equipment for salvage, either as spare parts or melt down the metals to be re-used for other purposes.

With a workforce in place, a few shipments en-route and operations already underway Holden was convicted for fraud and his assets within the Home Isles were seized by the Commonwealth authorities whilst Holden himself was imprisoned. Without it's main driving force, Scrapper's Island never achieved it's full potential. With no paychecks looking to be forthcoming, many of the workers upped sticks and left leaving those too stubborn or unable to leave.

Though looking mostly abandoned, Scrapper's Island continues in a state of limbo acquiring a tickle of junk that is broken down for spares by the so-called Scrappers that remain. The smelters stand silent, never really being used for their intended use as the island because more of a junkyard where various companies in Alyeska dispose of unwanted equipment.

Use In Games

Scrapper's Island could serve as the destination for a crew tasked with delivering a shipment of obsolete equipment, likewise the crew could visit the island in search of spare parts to make some repairs on the cheap. They could also be sent here to find something on behalf of a rich patron.

Monday, 18 November 2019

The Airman's Gazetteer: Colony of Orduesh

Little bit of a chance of pace, a return to the Airman's Gazetteer series to expand the world of Darmonica. This week is a look at something that has been mentioned previously; the Commonwealth Colony of Orduesh. This desert outpost is surrounded by hostile lands and border skirmishes are a way of life, yet the Commonwealth still holds onto it.

Source: RAF Museum

Desert Days

The Colony of Orduesh is centered round the city of the same name, originally part of the Holy Sodkan Empire but later acquired via treaty by the Commonwealth following a past conflict. It lies at the eastern end of the Mammut Sea, the Commonwealth's only port on that body of water. With the sea to the west, it is bordered on its three other sides by the desolute deserts of the Sultanate of Taramate has grown increasingly hostile to the Commonwealth in recent years.

So why does the Commonwealth maintains this outpost?

The answer is complex.

First and foremost is that Orduesh is a major source of Aerothium for the Commonwealth, providing lift gas for the aero-vessels of the Royal Aero-Fleet and Commonwealth aligned trade consortiums. There are a number of mines were the raw mineral is extracted before being shipped to the refinery in Orduesh City and processed into its gas form. Since it is of such a great strategic importance, elements of the Commonwealth's military guard both related facilities and shipments.

Orduesh is also strategically located, not only on the eastern end of the Mammut Sea but also for its proximity to the Union of Sodkan Republics. This enables the Commonwealth to better maintain relations and even trade with the Republics, in addition to providing a route for Commonwealth agents to get in and out of the Iron Collective. Though it does make the colony vulnerable to sky pirates operating out of the Republics.

Use In Games

Orduesh could provide an interesting alternative to Alyeska, there are more major factions at play and their respective interests clash with one another. There is conflict between the Commonwealth and Taramate, as well as occasional clashes with the Republics and sky pirates. There is also the chance of doing dangerous, but highly profitable, smuggling runs into both the Sultanate and the Iron Collective. Orduesh could also serve as the base for a campaign revolving round Commonwealth operatives taking action against the Collective or getting involved in the politics of the Republics.

Monday, 23 September 2019

Alyeskan Gazetteer: The Wulf Coast

Been a while since I've done a Gazetteer post, but wished to return to this series and further explore the untamed wilds of Alyeska. Hopefully this end will provide plenty of fodder for people's games and perhaps even spawn an interesting campaign or two. Either way, tis an excellent opportunity to expand the 'map' as it were.


The Wulf Coast


The area known as the Wulf Coast is part of the Alyeskan coastline that runs roughly southwards. It is where a mountain range known as the Shackles meets the sea with towering cliffs and is seperated by the southern end of the Dragonspine Mountains by a coastal plain called the Dunfalk Gap. On the landward side it is surrounded, and thus cut-off from the rest of Alyeska, by the Wulflands.

Even before the creation of the Wulflands, it was a sparsely populated area with only a handful of independent mining outfits and stubborn fisherfolk. The ragged terrain also provided a haven for sea borne pirates, knowing how difficult it would be for the the Commonwealth authorities to dislodge them. Following the Wulver Wars the are became completely cut-off and the pirates faded into obscurity with the rise of their aerial counterparts.

These days the only inhabitants are those who were too stubborn to leave, eking out a bleak existence amidst an unforgiving and ragged terrain. Small, abandoned towns and mining camps are infrequent sights along with roads that have decayed after a decade of neglect. The only true way to get around is on foot, air travel is another option but some areas remain inaccessible.

Use In Games


The Wulf Coast is off the beaten track for normal Frozen Skies games, but there are a few reasons for visiting it.

*It is a relative safe-haven and has drawn some Wulfland survivors in search of some place else to live and has less danger from the bestial Wulvers. They still need supplies and have scavenged items to trade.

*It is a smugglers' haven, ignored by the Commonwealth and gives access to a risky but rewarding route across the Wulflands and over the Dragonspine Mountains.

*Those seeking to escape the notice of the authorities, it is a great place to setup a base even if its taking over one of the abandoned settlements.

*There is rumours of an abandoned military base in the area, one that was setup during the Great Darmonican War. Though, who by? Did they leave anything? Why was it abandoned?

Sunday, 8 April 2018

Alyeskan Gazetteer: Grimsport

Alyeska is home to be many settlements; some little more than mining camps whilst others are fully fledged towns. Most were founded either in areas rich with natural resources or close to readily available water. All usually have some sort of reputation for good or ill; Grimsport sits within the latter.


"A Most Dour And Decrepit Town"

The town of Grimsport sits at the mouth of the Grimsby River, which flows eastwards from Wicked Antler Lake to meet the sea on Alyeska's eastern coastline. The town was founded by the Grimsby family who gave their name to the river, the town and the whaling company that was Grimsport's major employer. Though the Grimsby family is now all but gone, the last male heir is believed to have been killed during the Great Darmonican War, and the town seems to be in terminal decline.

Grimsport has always had a bit of an ill reputation, the Grimsby family is said to have left the Home Isles under a dark cloud and some dare say that the family was cursed. The townsfolk themselves are a insular bunch and extremely unwelcoming to strangers, even to the point of outright rudeness. Whaling ships typically only unloaded the fruits of their labours at Grimsport, then sought a different port to take on supplies and for the crew to enjoy some shore leave.

Today, Grimsport is a decrepit looking town. The whaling industry effectively collapsed with the outbreak of war and Grimsport gradually went into terminal decline. Grimsby Hall, the seat of the Grimsby family, lies neglected whilst the whaling company factory is a blackened shell after a fire a couple of decades previously. An air of decay with streets of dilapidated buildings, seemingly half of which have any sign of human habitation.

Grimsport's only real contact with the outside world is the rickety old bus that runs from the town to Purpleflint and back three times a day, though the town does boast a small airstrip originally maintained by the Grimsby Whaling Co. There is also a two-man Air Police detachment, though this is rotated every three months and is an unpopular posting as its considered a punishment detail. The detachment's main role is to function as a point of contact for search and rescue efforts during an emergency, though they are alerted via a landline telephone so that they do not have to main the radio round the clock.

Services wise there is a rundown hotel that contains the town's sole restaurant and bar. There is also a combined general store and post office, a remnant of the old Great Northern Trading Co. This store is run by a Mrs Jenkins, a war widow and the only friendly face in town. Mrs Jenkins' husband died during the war, but she has maintained a cheerful disposition and is willing to impart advice to newcomers.

Due to Grimsport poor reputation, most aviators tend to turn down jobs that involve the town. As a result such jobs tend to offer double pay as an incentive, even for something as simple as a mail run. That may seen enticing to player characters who'll probably consider it 'easy money' even if they suspect a catch. Smuggling is another option due to the town's remoteness and the lack of interest from the aforementioned law enforcement.

Grimsport should be played as being more than a little creepy; there is a near-constant mist that engulfs the town and there is overwhelming feel of abandonment due to the rundown nature of the town. The locals will simply stand and silently stare at newcomers rather than engage in conversation, they also look similar to one another. The characters should feel like they're being constantly watched, perhaps even see half-glimpsed shadows, in addition to feeling that they're trespassing on unhallowed ground.

Sunday, 21 January 2018

The Airman's Gazetteer: Back of Beyond

Now that the 'core' nations of Darmonica have been covered we come to the last entry in the Airman's Gazetteer series; The more distant but relatively unknown reaches of Darmonica.

The major powers of Darmonica are aware that distant lands lie well beyond their borders, though the details are sketchy at best. Some lands have been discovered and explored a little, others are only known thanks to travelers from foreign parts. There is also the prospect of remnant enclaves of Ancient Terrans waiting to be found.


The Back of Beyond

As already mentioned, there is the vast wasteland known as the Southern Wastes that forms the southern border of the Sultanate of Taramate. It is an inhospitable land, where few dare tread, and widely believed to contain numerous Ancient Terran ruins. It is not known how far these wastes reach, but its suspected to be many thousands of miles. The Darmonican powers did establish a number of naval waystations along the coast, though most of these were either destroyed or abandoned during the Great Darmonican War. These waystations remain, but none of the Darmonican powers have expressed any desire to reclaim them. Presently only the Commonwealth is best suited to re-explore the coastline by mounting an expedition from its colony of Orduesh.

To the south of Alyeska lies another continent that is currently known as Colonialis, another vast land that hasn't been fully explored. Most of its coastline has been mapped thanks to various efforts made by the Darmonican powers. The interior has seen few attempts at exploration, early expeditions were hampered by inland cliffs and the inhospitable terrain. The settlements that do exist are located along the coast, but attempts have been made to push further inland after aircraft came available. The interior of Colonialis is dominated by vast deserts and deep jungles inhabited by savage and outlandish creatures. After early disasters, the interior settlements have been established on top of peaks and plateaus. These settlements have been nicknamed 'aerie towns' and being located above the ground has proven to be the best defence against the creatures that inhabit Colonialis.

Finally there is the lands that lie to the east of the vaulting mountain range called Serlov's Bulwark. Not much is known about these lands, save for the few strangers that have come from the eastern lands. Surviving historical records of the former Holy Sodkan Empire report clashes with invaders that forced their way across the Bulwark, though they were beaten back before they made it too far into Sodkan lands. Between the prisoners captured from these incursions and the previously mentioned strangers it is known that a vast kingdom lies beyond the mountains, but these eastern folk have refused to reveal more than that. Without a proper name, many in the Darmonican nations have dubbed this unknown kingdom the 'Forbidden Empire'.

Each year many from the east brave Serlov's Bulwark and settle in the 'western lands', though after the rise of the Iron Collective many of these strangers now take a more southerly route to reach the Union of Sodkan Republics. They've spread out across the various nations of Darmonica, though the great majority of them reside in Sodkan lands. It is believed that Madame Orla's mother was "of the east".

Sunday, 14 January 2018

The Airman's Gazetteer: Pamdinia

Nestled to the south of the Artian Confederation is one of Darmonica's few surviving small countries; Pamdinia.

Wedged in between the Mammut Sea to its south and the Odin Mountain Range to the north, Pamdinia is a long but narrow country with few natural resources. It managed to stay neutral during the Great Darmonican War, primarily due to its status as a major trading partner of the Sultanate of Taramate and the strong Pamdinian Navy.


The Pamdinian Republic

Pamdinia is very much a maritime country, its has a long coastline and its land borders are mostly mountainous which forced the country to look to the sea. It established trading routes across the Mammut Sea to many ports and gradually became the nexus point of trade between the northern Darmonican countries and the Sultanate to the south. The construction of the Trans-Pamdinian Railway provided an alternative land route between the Kingdom of Tyland and the Holy Sodkan Empire than going through Artian territory. The Trans-Pamdinian Express was a popular train service linking east and west thanks to Pamdinian neutrality in numerous conflicts that engulfed Darmonica.

The Pamdinians are well known for their extensive maritime trading routes, their long standing neutrality and their strong navy. Though recent upheavals have effected them; trade was greatly affected by the war and the reshaping of power in Darmonica. The once friendly United Provinces (now the Coalition) have turned into fierce rivals, Tyland has fallen under Artian influence, trade with Sodkan lands to the east have fallen sharply and now the Artians are coveting relations with the Sultanate. With reduced access to raw materials such as coal and iron, the Pamdinian Navy is in danger of losing its superiority. The Pamdinians have started retrofitting their ships to use oil, a resource that they do have good access to and one that is increasingly becoming more important.

Wary of the prospect of another major war that could engulf Darmonica and even drag Pamdinina into it, the Pamdinians have been pushing for what they call 'The Darmonican League'. It is intended to be an intergovernmental organisation with the goal of preventing future wars and setting international disputes via peaceful means. The idea has support from the Free State and some Sodkan Republics, though its biggest support will come from the Commonwealth which has openly welcomed the idea but has yet to former any firm commitment to it. Potentially the League could usher in an era of lasting peace for Darmonica, though its a case of getting the idea off the ground.

Sunday, 7 January 2018

The Airman's Gazetteer: Sultanate of Taramate

Lying across the Mammut Sea south of the 'core' nations of Darmonica is the ancient kingdom known as the Sultanate of Taramate. It is said to be older than the Kingdom of Tyland, though much about the Sultanate is veiled in secrecy. Outsiders are generally restricted to a handful of ports on the Mammut Sea coast, though permission had grudgingly been given for a small number of expeditions to the interior over the years. Recently relations have been struck with the Artian Confederation and a small but growing Artian military presence has been established.


Sultanate of Taramate

Due to the restrictions on dealing with outsiders not a great deal is known about the Sultanate. There is presumably a ruler, though their gender and name has yet to be revealed to non-Taramates. Its military was believed to have been made up of an elite 'Royal Guards' unit and a number of regional militia forces, though this is in the process of being completely reorganised by the Artians. Though even the Artians admit their dealings with the Sultnate governing body has been via court scribes who refer to their ruler as 'Their Serenity'.

What is known is that, aside from the coastal strip, the Sultanate is a vast desert country that stretches to a loose border region known as the 'Southern Wastes'. It is unknown what lies this far south, though it is believed that there are a number of Ancient Terran ruins including what many presume to have been a fairly important city. It is not known whether the Taramates have tried venturing south. There are a handful of Ancient Terran ruins within the Sultanate itself, these have been the sought after goals of a number of expeditions over the years. It seems the Artians may have gained greater access to these ruins.

The Taramate people themselves are mainly clustered in the coastal strip area where there is water and relatively fertile ground for growing crops. The rest reside in scattered desert villages or are nomads that roam the width and breath of the Sultanate. A fair number reside in the Commonwealth colony of Orduesh, wedged between the Sultante and Union of Sodkan Republics, though these are as tight-lipped as their neighbouring cousins. The Pamdinians have had the greatest contact with the Taramates, they regularly trade with one another across the Mammut Sea but the Pamdinians only know little more than everyone else. It appears that the Taramates worship some sort of deity, though as with everything else in their country they have refused to share any info with outsiders. Indeed, many outsiders have reported being barred from entering Taramate temples and even being subjected to a curfew on occasions.

Though normally restricted to the ports on the coast, a few outsiders have managed to sneak into the desert land to the south. They have confirmed the presence of a few Ancient Terran ruins, as well as some newer ruins that may be from the early days of the Sultanate's existence. It is not known how or why these ruins came to be and Taramates seem to steer well clear of them, citing that 'some darkness' now lays claim to them. The few outsiders who have made it this far also report being dogged by the Nobetciler (roughly translates as the Sentinels), the supposed elite bodyguard of the Sultanate's mysterious ruler. The Nobetciler reportedly pursued persons who have visited the desert beyond the Sultanate and warned them not to return, though the Nobetciler are said to be responsible for the outsiders who turn up dead.

Monday, 18 December 2017

The Airman's Gazetteer: The Coalition

The Airman's Gazetteer series continues with a look at the Coalition, a nation ruled over by merchants and corporate entities.

This is also the final blog post of 2017; with the next two weeks being Christmas and New Years respectively normal service will resume on Monday 8th Jan. A two week long break will hopefully mean fair progress will be made on the Kickstarter related content. In the mean time, Happy Holidays for whatever you celebrate at this time of the year.


The Coalition

The Coalition was once the United Provinces and lies to the west and south of the Tyland Free State. Like alot of other nations, the Coalition is a radically different nation to what it was when the Great Darmonican War started. The United Provinces was a nation who's lifeblood was trade and coin flowed freely, drawing traders and mercenaries alike. Mercenaries in particular did well on United Provinces contracts guarding trade convoys, especially when the war broke out.

The United Provinces' last ruler, King Francis IV, constantly worried about his nation being dragged into the conflict and placed restrictions on the export of war materials. The King reasoned long as his nation sold basic foodstuffs and some luxury goods to the various warring factions then he couldn't be accused of favouring any particular side. Problem was that a number of rich merchants and big businesses, whom effectively controlled the United Provinces Council (the nation's legislative body), didn't see it that way. The Council passed a Motion of No Confidence in the King and effectively exiled him. The Council also removed the King's restrictions on exports and some business regulations to improve the profit margins of the business interests that backed the Council.

These days the Coalition is a highly capitalistic nation where all the power resides in the various corporations that still hold sway over the Council. Factories and worker's tenant blocks, plastered with corporate posters, dominate the various towns and cities. Rural areas tend to be filled with either corporation own farms or the country estates of high ranking managers. Small businesses exist, though are connected to the big corporations one way or another. The more independent entities tends to be shopkeepers, though even they have to do business on the corporations' terms.

Each corporation has its own militia and agents to protect its interests, especially interests that lie outside of the Coalition. There are a few 'national' organisations such as the police and military. The Coalition Police perform the same job as their counterparts in other nations, though cases and/or crimes that affect a corporation tends to be handled by that corporation. The military is split into three branches; army, navy and air force. It is tasked with defending the Coalition, though some corporations think that extends to safeguarding their assets and some even have high ranking officers on their payroll. Other organisations of note include the External Audit Department which acts as a national intelligence service and the Assets Retention Bureau that recovers stolen Coalition property.

Every day life in the Coalition is comparable to other nations, though money and, to a degree, skill plays a part in your standing in society. There is a basic education system designed to ensure that the lower classes/workers are able to read, write and follow instructions. For those from the lower classes that prove to be gifted there are colleges where they can learn more technical skills for specialist trades. Children of management level citizens receive a much higher standard of education which includes preparing them for leadership roles, they also have guaranteed places for universities. Those from less well off background can still go to university, though typically it requires getting a scholarship.

Sunday, 10 December 2017

The Airman's Gazetteer: Union of Sodkan Republics

After looking at the Iron Collective last week, we now head south to the Union of Sodkan Republics; a loose alliance of small nations paranoid both by their big neighbour to the north and each other. They argue to be the successors to the Holy Sodkan Empire, something the rest of Darmonica is happy to accept. Though, many doubt how well the Union will stand when the Iron Guard march south.


Union of Sodkan Republics

As stated above, the Union is a loose alliance of small nations that have branded together out of fear of their large neighbour to the north; the Iron Collective.

These same nations were once part of the Holy Sodkan Empire and claim to be the successors to it, which the Iron Collective has yet to contest. Though they distrust each other as much as they do their big neighbour, which makes co-operation difficult at best. For the most part the Empire kept them in line, but with that authority now gone they are prone to infighting and border skirmishes aren't uncommon.

They are relatively poor, all have suffered economically since the Empire's collapse and they have a limited chance when it comes to foreign trade since the Artian Confederation sits on or close to their major trade route. The Union had a strong mining industry, though that was directed towards feeding the old Empire's need for resources. It does process a light industrial base with a handful of factories, something the Union is seeking to address in addition to reorganizing its rail network. Both projects suffer from the bickering of the various republics and little progress has been made on either.

Each republic has its government and each send representatives to the Assembly, the joint decision making body of the Union. Each republic also maintains its own military, though thankfully these were originally equipped and organised by the Empire so they generally follow the same standard. The Assembly has little control over the republics and their respective armies, its really a chamber where the republics can agree on a general course of action and hope everyone goes along with it. The Assembly has no power to deal with the disputes that arise between the republics and often result in border skirmishes, the overriding fear of the Iron Collective is probably the only thing that stops these border skirmishes from escalating.

Recently the skyships of the Iron Fleet (the Iron Collective's air force) have been making incursions into the Union, the republics only have gasbag style airships and obsolete aircraft to counter these incursions. Many are fearful that these incursions are the prelude to invasion, especially since units of the Iron Guard have been reported in certain remote areas. Though these Iron Guard units don't stay long and their activity suggests that they're looking for something.

Sunday, 3 December 2017

The Airman's Gazetteer: The Iron Collective

This week we return to the Airman's Gazetteer with a look at a nation that's already been extensively covered; the Iron Collective.

This isolationist, technological theocracy is viewed with a great deal of wariness by the other nations of Darmonica. It has refused to maintain any diplomatic relation. Its goals and motives are unknown, the regime refuses to let any of its citizens be exposed to any external influence. All everyone can do is keep a close eye on the Iron Collective.


The Iron Collective

Every aspect of life within the Iron Collective is dominated by the Order of the Great Machine, originally an offshoot of the Cult of the Great Maker. The Order views society as being one, gigantic machine with every man, woman and child forming an intricate part of that machine by having their own particular roles to play. To achieve this end, the Order has completely rebuilt Sodkan society from the ground up. Families no longer exist, instead the State pairs people up and gives them a quota of children to produce. The pairings and quotas are dependent on various factors such as local population, required traits, etc. All this is administrated under the State Bureau of Social Affairs and Development, which also collects genetic samples from every citizen to analyse and to keep on record.

Children typically stay with their parents until they turn five years old, at which point they are taken and placed in a state academy. They complete their 'Primary Phase' education which ensures that they're educated to a reasonable standard in addition to being continuously assessed. These assessments come into play when the child turns 13 and starts their 'Secondary Phase' of education, this is when they receive their Classification and directed towards a certain trade. The trade chosen is based on the Primary Phase assessments and is considered to be what the particular will be best suited for. They will then be sent to specialized academies for the chosen trade to do their Secondary Phase education. The trade, and Classification, is permanent and isn't normally allowed to be changed. Though before starting Secondary Phase education a person can petition for a certain trade, but must complete a more vigorous assessment to prove that trade is suitable for them.

Crime is punished by Declassification, effectively a revoking of a person's rights as a citizen. They cannot collect their state rations, cannot receive healthcare and cannot get what is considered to be a 'legal' job. The Declassified tend to wind up either in state labour camps or forced to seek refuge in the fringes of society. There are also what is known as the Unclassified which are spilt into two broad categories. The first category is those who fail their Primary Phase, basically their assessments were too inconclusive to assign a trade. The other category is 'non-citizens', basically those who aren't in the system. Their status is similar to the Declassified, but they do have a greater freedom of movement within the Collective and can apply for state 'work for benefits' programmes to gain access to basic rations and healthcare. Both groups tend to form the Iron Collective's criminal underworld, they are also the ones that are more likely to deal with outsiders.

The Collective has no currency, people work assigned jobs to receive rations and other state benefits. Though bartering does occur, but that tends to be in areas away from the central authority. Despite it being illegal, some people do trade with other nations but they have to use that nation's currency in order to do so. Non-Classified citizens have an easier time of this than their Classified cousins, the Unclassified in particular who can move around more freely and tend to form the bulk of the traders who operate out of the Collective. The Iron Guard, the state's combined military and police force, does try to clamp down on the cross-border trading but border duties tend to be fulfilled by the Unclassified who sign on as auxiliaries and are more willing to turn a blind eye. The central authority has slowly been expanding its reach and important border settlements now have a detachment of Regulators, the Collective's secret police.

The biggest shock to outsiders entering the Collective is the efforts being remade to rebuild the entire country on a so-called 'grid pattern'. Settlements have been razed and then rebuilt on a grid layout with future expansion planned to keep inline with this. Roads, railways and even rivers have been rerouted to form straight lines. This gets more noticeable as you travel deep into the heart of the Collective, but even the border regions aren't completely immune from this. The stated reason is 'too improve efficiency', but many fear a much more darker reason.

Monday, 13 November 2017

The Airman's Gazetteer: The Artian Confederation

Continuing the Airman's Gazetteer series is the Artian Confederation, a victor of the Great Darmonican War that now has little opportunity to enjoy the spoils of war. It has troops tied down on either occupation duties or keeping a wary eye on its eastern frontiers, what more relations with its wartime ally the Commonwealth have been growing increasingly tense. It has a very militant culture and outlook, though that could cause trouble in the near future.


Confederation of Artia

Prior to the Tyland-Artian War in 1741 AF, what became the Confederation was a loose alliance of city states that branded together out of mutual defence during the to-and-fro wars between the Kingdom of Tyland and the Holy Sodkan Empire. The Confederation's birth can be traced to the Siege of Utherheim where the first Artian Archchancellor, Viktor Wilstein, managed to inflict a crushing defeat on the Tylanders from which they never truly recovered. The ultimate Tylander defeat in that war sowed the seeds of the Great Darmonican War half a century later.

These days the Confederation is a very militant country, even more so than the other nations of Darmonica. Troops are everywhere, either in transit or marching through the streets whilst the airships of the Luftmarine ('Air Navy') can be seen floating across the skies. All Artian police officers are armed, though it seems only differences in uniform sets them apart from the army. There is a sense of military efficiency throughout the Confederation, especially in the heartland area which has recovered the quickest from the war. Frontier areas with the Tyland Free State and the Iron Collective still feel as though they're on a war footing.

The Tyland Occupation Zone forms the Confederation's western border with the Tyland Free State, averaging five miles wide in most places. It consists of old trenches, barracks, fortified outposts and checkpoints. Nobody can move through it without the military's permission, though Tylander resistance fighters are extremely active in and around this area. Even throughout the western border states of the Confederation there is a heavy presence of troops, mostly infantry due to the ongoing threat of Tylander resistance fighters.

The Confederation's eastern border also has a heavy military presence, though this is more artillery and armoured units as well as a long fortified wall. Artian troops are deployed in a well maintained defensive line, countering any possible threats from the Iron Collective. The River Thule forms the lower half of the border, though the Thule Line (as the fortifications are called) bulge round to the west where the 'Gloomlands' (area devastated by the Blast at the end of the war) sprawls across the Thule before it empties out into the Crater Sea. Where the Crater Sea meets the larger Mammut Sea there is a narrow straits that forms the border with the Union of Sodkan Republics. Artian troops used to conduct patrols into the Gloomlands, though these have tailed off after many of them failed to return.

Forming the Confederation's southern border is the small nation of Pamdinia, it managed to stay neutral during the war and benefited from a mountainous border. Pamdinia's main interest is maritime, it has a broad coastline along the Mammut Sea and is one of the trading routes with the Sultante of Taramate. It has a small border with the Tyland Free State in the west and many use it as an alternative land route to the Union of Sodkan Republics. The Confederation has been applying pressure to ensure that Pamdinia clamps down on gun runners, something that the Pamdinians have tried to address by deploying additional customs officials.

Monday, 6 November 2017

The Airman's Gazetteer: The Free State

Currently our series, which covers the various nations of Darmonica in a greater detail, we take a look at the Tyland Free State. Formerly the Kingdom of Tyland, it now little more than a sad rump of a nation still struggling with the aftermath of defeat. It also faces an uncertain future as parts of its territory remain occupied by powers that may possibly clash with one another before long.


The Tyland Free State

Compared to the Commonwealth, the Free State is a nation teeming with problems. There is deep seated anger at Tyland's defeat a decade earlier and at Tylander territory being in 'enemy' hands. The Provisional Government, based in Midraige, is considered weak and ineffective (mostly true) and has to rely on a small army to enforce martial law in order to achieve anything approaching stability. As per the Conditions of Surrender (otherwise known as 'the Conditions) that were imposed upon Tyland, a small council of ministers leads the Free State rather than a single head of state. These ministers are stuck between keeping the Artians happy and trying to fix the sighted injustice that the Tylander people feel has been done to them, it is a fine balance that the Provisional Government has struggled to make work.

The Free State has been even slower than the Commonwealth with repairing war damage, rubble choked streets and burnt out farmsteads are still a common sight. Though not all of the damage was caused by the war, some of it has occurred much more recently. There are frequent clashes between the Free State Army and anti-government forces, plus the fallout of clashes between Tylander resistance groups and Artian forces. This has resulted in martial law being imposed and the Free State becoming a grim and downtrodden country. There are shortages of everything and thus strict rationing, which in turns sparks more unrest and protests against the government.

Foreigners aren't entirely welcomed, though the Tylanders reserve their hatred for the Artians especially. As per the Conditions, the Artians are allowed to send their troops into the Free State at any time and arrest persons suspected of aiding the resistance groups. Artian troops are also exempt from prosecution under Free State laws, which gives them an almost free reign to do what they please. Even though the Commonwealth, for its troops based in the Treaty Ports, can apply for the same protections under the Conditions it elected not to do so. The Commonwealth has been pretty big on the conduct of its troops and building up a cordial relation with the Free State ahead of the Treaty Ports being handed over.

The Treaty Ports were a series of ports on the Straits coast of Tyland that came under Commonwealth control at the end of the war, under the Conditions the Commonwealth is allowed to retain those ports for a ten year period and then renew (if it wishes) every five years. The Treaty Ports are the most stable part of the Free State and the Commonwealth has invested some money in them. Only one or two ports are expected to be retained by the Commonwealth, they happen to be the best defended and many believe this decision is perhaps influenced by the Commonwealth and the Artians currently being 'uneasy allies'.

Monday, 30 October 2017

The Airman's Gazetteer: The Commonwealth

One of the Q&As I've done in relation to the Kickstarter had people asking about the rest of the world of Darmonica beyond the shores of Alyeska. I've covered the various nations of the world to a limited degree, but nothing in depth. The most obvious one to start with is the Commonwealth (which I've posted about before) since that is the nation that currently has the most influence over Alyeska. Gradually I'll cover the other nations in turn should this mini-series proves to be popular, but hopefully it'll prove useful for those who wish to take their games of Frozen Skies beyond Alyeska and explore the rest of the world of Darmonica.


The Commonwealth of Gwentia

The Commonwealth of Gwentia is based in a cluster of islands known as the Home Isles, separated from the coastline of Tyland by a channel of water several miles wide called the 'Gwent Straits'. It has a monarch as its head of state, presently Queen Lothwyn Boudica Cathmore II. There is also a First Minister, Edmund Vermillion, who is the head of Government and answers to the Queen as well as Parliament. The Commonwealth's capital is the metropolis of Lindun, a vast industrial city that still bears scars from the Great Darmonican War.

Its laws aren't that much different from those in Alyeska, but the Home Isles are more heavily populated and thus have a much greater urban area. Rationing is still in force but has steadily eased off in the decade since the war ended, though all the cities and major towns still have bomb damage with reconstruction efforts being slow to gather pace. Like wartime air raid shelters are still in use and air-aircraft batteries can be found scattered across the length and breath of the Home Isles. With the war ending in an armistice, there is an uneasy peace and there is the ever present threat of sky pirate raids. The three Services of the Commonwealth Armed Forces (Army, Air Force and Navy) have a noticeable presence, especially since conscription in the form of a two year long term of 'National Service' for males when they turn 18 years of age.

Outside of the towns and cities there is still plenty of countryside, alot of it is made of small villages and farmland with some wilderness areas where wild forests still hold sway. Transport is mostly rail based, but motor vehicles have started making their presence felt as well as aircraft that can reach the few remote areas (particularly float-planes). The Commonwealth Air Force conducts regular air patrols and the Home Isles boost a decent sized and capable police, though the latter is split up into territorial forces for the various regions.

The Home Isles are linked to Alyeska via a twice weekly skyship service, though crossing the Great Ocean is difficult thanks to the storms collectively known as Taran's Tempest. Maritime vessels are commonly, especially since the Commonwealth holds former Tylander ports on the other side of the Straits. There are also a few air routes, but most of these are routed via Artian controlled territory with few direct flights to the Tyland Free State.

On the whole, people in the Home Isles enjoy a more comfortable standard of living than their Alyeskan cousins despite the war damage the Isles have suffered. Electricity, telephones and radios are both more reliable and in widespread use. Likewise, aircraft can take advantage of wartime CAF bases that have now been opened up to civilian use. You have to search very hard to find anything close to the frontier feel of Alyeska, even the smallest town boosts a well maintained airfield. Generally the Home Isles have a more civilized feel to them, but a comparable amount of crime thats geared more towards smuggling and the black market. Though there is a greater restriction on weapons with firearms requiring a license to own and use.