Nations of Cobrin’Seil: Winaleon (and Aazum)

It’s always a lovely day in Winaleon. The bees are buzzing, the fields are growing, the coin is flowing. Winaleon, Winaleon, beautiful Winaleon, with its golden days and its golden words. Winaleon is the safest place in the world, a land of gentle slopes and careful lawns, all tended and cared for, so that the children of Winaleon have so safe an upbringing that not even night itself dares touch them.

Winaleon is a land so perfect that the sun never sets on Winaleon.

Ever.

Art by Jeremy Paillotin, Shire Terrace (MTG)

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Nations of Cobrin’Seil: Xwera

Are you free?

I ask you this, I ask again, are you free?

If you live under a king, if you live for coin, if you live for a church, then are you ever truly free? You can be free to taste the boot above you, but are you free?

Can you take your weapon and your wits and walk into the wilds and make your own way, know your own self, and share in your spoils without anyone demanding or commanding how it should be done? Can you call yourself free when your own death isn’t even something you can trust, and where you might just fall because a guard or a thug or a brute took a liking to hurting you? Don’t you want the purity, the honesty, of knowing your death comes from the quarry you hunt, that you did something wrong, you slipped at the wrong time, that you weren’t as good as you thought you were, and that your death is something you deserve and that you chose?

Come to Xwera.

Be truly free.

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Nations of Cobrin’Seil: Fuszaint

Bidestra is a cradle and grave both of empires. Some are completely collapsed, gone beyond all signs or showing, like the Urd, or the First Elves, or the Tieflings. They stood tall and proud and asserted themselves rulers of the whole continent — but now, they are nothing but ancient statues in lost glades and the broken histories of deranged libraries. Only one Empire, in the history of Bidestra, has conquered the continent, and then, with wisdom and care, chose to withdraw, to become just another nation, and to maintain its place as first amongst equals, after bringing language, roads, medicine and currency to all corners of the continent, and only that Empire, the mighty Fuszainti Empire, can thank their current king for his choices two centuries past that led to this current glory.

Glory, glory, glory, to Fuszaint, and its ever-living, eternal Knights and King!

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The Nations of Bidestra

I pulled up the mic, and spoke of the contintent of Bidestra today. Then I transcribed what I spoke, and did my best to corrall that into a description of places I care about in my D&D world.

Also, this is a long one without much in the way of images. I imagine this as a script for a video that slowly rolls around the map, but I don’t have a map, so… readygo.

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The Nations of Bidestra – press.exe

Cobrin’Seil Heritage: The Cwmdyri

In building out the continent of Bidestra, I found numerous places where either historically I had already placed ‘merfolk’ or ‘sea elves,’ or new places where such creatures made sense. I already have a Cobrin’Seil race of creepy, deep-sea monster people, known as the Hadalan, and I love them dearly, but they’re meant to fulfill the role of a spooky monster people. They’re not the friendly neighbourhood fish-folk, those are the terrifying fish-folk for freaks.

I needed something new to fill this space.

Some explanations first though:

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The Horrors of Godhood

It is a fearsome thing indeed to find yourself in the mind of an evil god.

Content Warning: I talk about evil gods for a bit. That’s going to involve some brief discussions of horror topics, like stabbings and murders and slavery.

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The Horrors of Godhood – press.exe

Border and Boundaries and Beyonds

Discussions of Cobrin’Seil often default to talking about Countries and cities. This is reasonable, as cities are so full of people who are willing to write things down and Countries are likely to spend time and effort ensuring everyone knows what they are. After all, if nobody knows that you’re a Country, you probably aren’t a Country. Countries are a shared fiction that everyone agrees to, and there are some complications in Cobrin’Seil that come from the exceptions to this rule. There are some Countries with strange political situations exacerbated by the insistence that a Country doesn’t exist (such as Visente refusing to acknowledge the nation-state of Hecsenfore as a body politic), or worse that a Country nobody can agree upon does exist (such as treaties with the land occupied by the ruin of Selpera, despite that land being absolutely blasted dry and mostly full of magical radiation).

That the world is a container of Countries which recognise one another and assert their importance over spaces defined on a map is very much a Human one. Some researchers resist this description, and want to use the term statocentricity to force the conversation to consider this structure necessarily unrelated from Humans. Still, the number one culture responsible for the current modern idea of Countries are Human cultures, and historically speaking, they have not been good at recognising other ways people organise their lives and communities.

The three largest and most commonly known forms of these non-Country bodies are:

Orc Accords, wide-spread populations with shared communal goals but little communal demand for power.

Elvish Homesteads, large central locations that sustain a population without a need for external support.

Gnoll Trails, the paths of Gnolls that aggressively defend their borders before moving on for sometimes years at a time.

Content Warnings: There’s an attempt to make the language in this article discussing non-Human cultures not feel like racist biological field notes, but I can’t promise I’ve done a perfect job. There shouldn’t be any mention of material I’d normall consider triggering but if you don’t like this kind of framing.

Engagement Warning: At the time of writing this warning, this draft is over seven thousand words long. What’s more each section features a list of example spaces to be that are designed to excite the imagination when you’re thinking about places you can be from or things you can do to make your character cool – but, as presented, are ultimately just piles of Proper Nouns in a Dungeons & Dragons setting you’re pobably not playing in. Basically, this is a chonky one.

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Munificence, a Governmental Sleight

Any attempt to define ‘typical’ opinions in Cobrin’Seil must first acknowledge that such a definition depends entirely on whose voices are being considered. Most analyses focus on Bidestra — likely because it’s home to large human nations that produce a wealth of published material. Naturally, those books are mostly read in Bidestra, and primarily by speakers of Bidestran Common. It’s a vast population with diverse cultural perspectives, but any investigator could declare an idea ‘normal’ and still find a random community on the continent whose worldview is entirely different. Even concepts that seem universal — like nations or people — aren’t! The people of Mertzenne have no government, those in Lagan have no currency, and the people of Uxaion have no hope of ever joining the Eresh Protectorate.

Still, if you mapped Bidestra and shaded every region considered a monarchy by any definition, at least half the continent would be covered. Cobrin’Seil undeniably has monarchies — plenty of them! But what it means to be a monarchy is far more complex. Monarchies present themselves as simple systems of governance, yet they’re more like a writhing mass of competing ideologies hidden beneath a single fur-trimmed robe.

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Building Armies for Army Builders

Army Building fascinates me. Not Army Building the game process that players do to play a game of something like Warhammer 40k. That’s something you do if you are interested in and good at tactics and strategy games, which I need to make very clear I am not. I did collect Tyranids for a while there but I had those models for twenty years and played them twice, before finally realising I was doing them a disservice and tried to sell them on to someone else who could appreciate and love them. Plus in that whole time, I played a bunch of Magic: The Gathering so it wasn’t like I was against playing head-to-head strategy games, but the way I could be bad at Warhammer impressed me in hindsight. There was an immense skill gap between me and a basic starting player.

Not that kind of Army Building.

Army Building is a game play form and I find it interesting to watch other people do, but what I find even more interesting than that is the layer above it of Army Building as a Game Maker. That is, I will often imagine ‘what if I could give people a setting I’ve made as a place to play tabletop miniature war games.’

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Building Armies for Army Builders – press.exe

Zrag’makh, the Iconic Orc City

It’s a fact well-understood that Orcs do not lack settlements, but Orc settlements tend to look very different to Human researchers’ assumptions. Sometimes these settlements are akin to networks of caves, and sometimes they use abandoned buildings or ruins. The way that Orcs are distributed over large spaces and typically nomadic means that it’s difficult to find anything that can be treated as representative of Orcish architecture. Statistically, given how often Orcs live in places abandoned by Humans or other cultures for being too difficult, there’s a serious consideration that ‘Orc architecture’ is just ‘an abandoned Human barn design.’

Furthermore, Orcs have different logistical considerations to the Humans around them. Orcs can travel further and faster, more conveniently and with less discomfort. This means that most Orcs tend to be more independent and their prosociality is less direct; Orcs will dump resources where they seem convenient, but aren’t inclined to spend a lot of time hanging around with one another. This means Orcs tend towards small purpose-driven groups with a common goal, and their settlements spread out across much larger areas, usually.

But it’s that usually that’s the trick.

There aren’t many large Orc settlements. But there’s at least one.

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