Difference between revisions of "Mokut"

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m (Beluaterra/Mokut moved to Mokut)
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{{Template:Infobox_Regions|
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{{Infobox region
name=Mokut|
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|continent=Beluaterra
island_no=4|
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|image=4/44
region_no=44|
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|regtype=Rural
realm=Mesh|
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|area=West Badlands
duchy=Poitra|
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|population=8500
duchyname=Poitra|
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|realm=Mesh
lord=[[Graves_Family#Ronald_of_Graves|Ronald]]|
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}}  
location=River|
 
type=Rural|
 
gold=240|
 
food=336|
 
area=West Badlands|
 
}}
 
  
[[Category:Beluaterra]]
 
[[Category:Regions]]
 
 
===Overview===
 
===Overview===
 
Mokut is a land of farmers, fishermen, huntsmen and simple tradesmen-- much of whom live on the coasts of the nearby river, which twists from north to south from its origins in the mountains near Reeds, down past Jop Maleth where it, presumably, empties out into the sea. The weather, though often fair, grows harsh the farther from the river one travels-- to the west and northwest, rocks have been wind-gutted on the grassy plains, strange spectacles in themselves and homes to some of the more adventuresome of Mokut's peasants. These hardy men and women are often later hired out as scouts after being trained in the guild hall along the river, their natural aptitude for the wild making them superb at tracking and scouting. Major faiths include [[Omniovoism]] and [[The Path of the Great Dragon]], though only the latter seems well represented with a small shack built as temple of that faith in the region, near the lord's own manor house.
 
Mokut is a land of farmers, fishermen, huntsmen and simple tradesmen-- much of whom live on the coasts of the nearby river, which twists from north to south from its origins in the mountains near Reeds, down past Jop Maleth where it, presumably, empties out into the sea. The weather, though often fair, grows harsh the farther from the river one travels-- to the west and northwest, rocks have been wind-gutted on the grassy plains, strange spectacles in themselves and homes to some of the more adventuresome of Mokut's peasants. These hardy men and women are often later hired out as scouts after being trained in the guild hall along the river, their natural aptitude for the wild making them superb at tracking and scouting. Major faiths include [[Omniovoism]] and [[The Path of the Great Dragon]], though only the latter seems well represented with a small shack built as temple of that faith in the region, near the lord's own manor house.
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The [[lord]]'s manor house lies between the river and a thin tract of forest and very near to the manor is a fishing village, one of the more populated in the region, with a small dock big enough to hold only skiffs, canoes, and rafts-- most used for transporting food (grains, mostly) to other regions in need. Near the village is a small shack dedicated to [[The Path of the Great Dragon]], and some distance from there is the [[Scout]]'s Guild, with its characteristic leaf-and-owl sign hanging over the door. Throughout the region there is a subdued atmosphere, almost sleepy, but laced beneath by tension and watchfulness.
 
The [[lord]]'s manor house lies between the river and a thin tract of forest and very near to the manor is a fishing village, one of the more populated in the region, with a small dock big enough to hold only skiffs, canoes, and rafts-- most used for transporting food (grains, mostly) to other regions in need. Near the village is a small shack dedicated to [[The Path of the Great Dragon]], and some distance from there is the [[Scout]]'s Guild, with its characteristic leaf-and-owl sign hanging over the door. Throughout the region there is a subdued atmosphere, almost sleepy, but laced beneath by tension and watchfulness.
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[[Category:Beluaterra]]
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[[Category:Regions]]

Revision as of 08:10, 17 February 2009

Please consider using Template:Infobox RegionData instead, which automatically fetches the relevant and always-correct data from the game engine itself. Use this template for historical pages where the region data is no longer available (e.g. the sunk south islands).

To convert, use the "image" property - the first number is the world-id, the second the region-id.

44.jpg
Region Details
Continent Beluaterra
Region Type Rural
Geographic Area West Badlands
Population 8500
Economy
Politics
Realm Mesh


Overview

Mokut is a land of farmers, fishermen, huntsmen and simple tradesmen-- much of whom live on the coasts of the nearby river, which twists from north to south from its origins in the mountains near Reeds, down past Jop Maleth where it, presumably, empties out into the sea. The weather, though often fair, grows harsh the farther from the river one travels-- to the west and northwest, rocks have been wind-gutted on the grassy plains, strange spectacles in themselves and homes to some of the more adventuresome of Mokut's peasants. These hardy men and women are often later hired out as scouts after being trained in the guild hall along the river, their natural aptitude for the wild making them superb at tracking and scouting. Major faiths include Omniovoism and The Path of the Great Dragon, though only the latter seems well represented with a small shack built as temple of that faith in the region, near the lord's own manor house.

The militia of Mokut are by no means elite, or even highly trained-- they are farmers first and foremost and usually volunteers who fight to protect their families and their farms, not for glory or for sport. Typically, a recruit into the militia needs only several things: both his arms, both his legs, a good eye and a weapon, and a pair of boots. Exceptions, however, have been made. There is no standardized equipment or armor; men go into battle with what they can afford and most carry scythes or improvised farming tools: flails, threshers, sickles and hammers. Recruits are drilled for several weeks in between harvests, mostly in how to march and how to respond to various commands, as well as how to dig fortifications, latrines, etc.

The lord's manor house lies between the river and a thin tract of forest and very near to the manor is a fishing village, one of the more populated in the region, with a small dock big enough to hold only skiffs, canoes, and rafts-- most used for transporting food (grains, mostly) to other regions in need. Near the village is a small shack dedicated to The Path of the Great Dragon, and some distance from there is the Scout's Guild, with its characteristic leaf-and-owl sign hanging over the door. Throughout the region there is a subdued atmosphere, almost sleepy, but laced beneath by tension and watchfulness.