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Post by Jingzu Lunaria on Jan 31, 2005 1:57:03 GMT -5
This thread is to make life easier on the DMs here. How? By providing names, cultures, country ideas and so forth. Just add as you please. Even character concepts or political problems work, as it helps to flesh out worlds. Any thought will do.
Comments and questions are very welcome.
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Post by Jingzu Lunaria on Jan 31, 2005 2:14:17 GMT -5
I'll start things off.
I'm making a new world, extremely low power. There is no magic, save for some objects and so forth. Even a simple minor magic item cannot be produced/replicated on this world, as there are no spell casters. This does not mean there are no magic items at all. There are some, though few and far between.
...unfortunately, I lack names for countires, people, and some of the cultures.
These nations have been at war for a long time now. The Sacred have just entered the war as a superior force. The other nations have yet to allie.
Most think of the Sacred as a myth, as the abilities described by the highly superstitious Sirriga seem far fetched, particularly to the Hesevarians, who believe what is before them.
World name: Solistare
Nations/Groups:
The Sacred
Leader: Marchosias Fyander (*Needs a title, like Creator or the Miracle Worker or somthing to that effect...*) Government: Theocracy Military: Exceptionally powerful. Beyond the standards of this world. Uses some magics granted by Marchosias Economy: Highly Rich Architecture: Gothic and brilliant. High usage of lights and materials that reflect it well.
Serriga
Leader: Queen Sarah Serriga Government: Matriarchy Military: Mostly shattered, with some remnants. Highly skilled, though. Economy: Still rich, somehow. Architecture: They reside in and around cliffs among the mountains. Their structures often have a large number of bridges, as their cities are built among the various canyons and other such things, with some on more even and flat ground. Very elegant. Culture: The Sirrigans deeply believe in signs and prophecy, as well as the manipulation of reality through the use of one's will. Though they have yet to perfect that. Or even really delve into it too well...
They are a highly superstitious people, who justify their beliefs in several ways. For the signs and prophecies, they use their elites as their argument. Most of them seem to know what is going on around them very well, and have been reported to dodge an arrow as it was being fired.
Most of the northern side of their country was smashed by the Sacred, while other parts that survive are deeply scarred by the long war that has been raging.
Sovorian Alliance (City States. 7 of them.)
Leader: Undecided Government: Depends on the city Military: Depends on the city Economy: Depends on the city Architecture: Depends on the city Lands: Depends on the city
(As you can see, I have little for that place...)
Hesevarias
Leader: King Vasa Ri Hesevarias Government: Kingdom Military: Powerful army, despite the lack of funding. Sectioned off into five major groups lead by five generals. Economy: Poor. They almost depend on conquest to survive. Architecture: Very military in build. Fortresses, walls, so forth. Lands: Barren, mostly, though they have gained more fertile lands through conquest recently. Culture: Warriors by necessity, these people have grown comfortable with their profession and know it well. They are a strong people, tempered by their harsh lands. Highly focused on military might, and driven by the stories of the heroes who died in battle, these people justify the war they started as an act of peace. Should the world fall under one flag, there will no longer be a need for war, after all.
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Post by Catriona on Jan 31, 2005 2:24:02 GMT -5
There's probably warlords running around there.
One thing to keep in mind is superstitions. In Medieval worlds- especially lowmagic ones I should think- there's a LOT of supersition. You could add in strange customs (like stepping someone's shadow is bad luck) or institutions, like the Oracle of Delphi.
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Post by The Dementist on Jan 31, 2005 8:49:21 GMT -5
Heres an idea for one of the city states:
Name: Bromkirt Leader: Prince Machel of Bromkirt, the Council of the Wise (see below) Government: Partial Democracy (Council of the Wise is elected to advise Pince Machel, but they do not actually have power. However, Machel is easily swayed by their opinions. There are two factions in the Council, one side advocating adhering to traditional beliefs and ideas, the other side advocating pushing forward and developing newer, better ideas and beliefs. Both sides constantly vie from Machel's ear, hoping to influence him.) Military: Bromkirt has a small army, and their footsoldiers are nothing special. However, Bromkirt is known for its bowmaking and bowmasters, and Bromkirt archers are some of the best on Solistare. Economy: Extremely poor: Bromkirt has been under seige for quite some time, and is nearing complete starvation. Architecture: Bromkirt was, in its ancient history, a military outpost, and still has some of that in its Architecture. Square buildings with narrow windows and doors are the norm. Of course, this is only where buildings are still standing. Lands: The farms around Bromkirt has been scorched, and any lands they once held beyond that are now in the hands of (whoever's invadeing them) Culture: Bromkirt was, prior to the war, a relatively peaceful trade city with a few farms scattered around it. The people were gentle and rarely started fights, and they placed a very high value on manners.
That all changed.
During the war, Bromkirt was surrounded by the nearest enemy nation (which ever that is). That was six months ago. Bromkirt has existed in a state of constant seige since then, the people slowly starving. If one manages to enter Bromkirt, one manages to enter hell. The people are emaciated from starvation. Dead bodies litter the streets. Many houses have been destoryed. Diseases run rampant. No dogs or cats or other domesticated animals can be found - they have all been eaten. Although the people, for the most part, have yet to resort to cannabalizing their friend's and familie's corpses, it is only a matter of time.
The only reason they have survived this far is the nearly legendary prowess of their bowmen. Many enemy soldiers simply fear to enter range, and the country decided it would be easier to simply starve Bromkirt out. They had not expected the resiliance of the Bromkirtian people, nor had they expected the Council's constant bickering over what to do to wage for so long. The Traditionalists want to hold out forever, if they have their way. The Innovatives want to surrender to the invading nation to save what they can. Machel is caught between the two opinions, and has no idea which side to choose.
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Post by The Dementist on Jan 31, 2005 8:51:56 GMT -5
Oh, Question: can we only post things about Solistare, or about anything relevant? Also, can non DMs ask for adivce, or should we start our own thread for that?
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Post by Jingzu Lunaria on Jan 31, 2005 13:51:46 GMT -5
Very very nice. I like that a lot. Thank ya! Oh, Question: can we only post things about Solistare, or about anything relevant? Also, can non DMs ask for adivce, or should we start our own thread for that? Nope, you can post your own culture and world ideas and so forth. I'm thinking that this can go by request, as well, such as what I did by putting up a world idea and getting input from other people. Yes, you may ask for advice here.
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Post by Deep Black on Feb 27, 2005 1:27:00 GMT -5
The Arcani.
The Strangest Criminal Orginization Yet.
The Arcani are an odd lot. Every so often, a bunch of the Arcani move into a random city. Then they take a copy of the city's laws and regulations. Then they begin ruthlessly butchering anyone who even slightly disobeys those laws. If a child drops an apple core on the side of the road, an Arcani agent will shoot them right there, or track them down and murder them in their sleep. Then, when everyone is the perfect citizen, they begin taking anything that could possibly aid a crime. Magic items are the first to go: Stolen or taken off a dead body, the Arcani care not. Then after that, wizards have their spellbooks stolen, and every page with an offensive spell on it is destroyed. Sorcerers are slain outright. Then, when the town is truely defenceless, the Arcani begin killing anyone who's killed before.
Arcani all wear steel masks which generate green light in the eye sockets, and they wear gloves, cloaks and trenchcoats. Not a speck of skin can be seen anywhere on them. Their masks allow them to contact eachother telepathicaly, so they never, ever speak. If one puts on an Arcani's mask willingly, they become an Arcani and forfiet all will until death. An Arcani's mask cannot be removed, even in death.
Arcani are most commonly rogues, but rangers, wizards (every spell is counted as silenced, without needing a higher level spell slot), barbarians (even when they rage they don't speak), clerics (diety unknown, silent spells) and fighters are also common. Arcani Bards dance silently, and terrifingly, causing it to act as a Curse Song. Arcani Druids are rare, but not unheard of. Arcani Sorcerers are very rare, their strength of spirit and individuality making them unwilling to chose this path.
The Arcani are lead by one who has been nicknamed by the commoners "The Shadowed Mask". He is the only one capeable of creating Arcani Masks, but he is indeed one of the most fell foes one could come across. The Shadowed Mask and his most elite Arcani reside in a secret stronghold deep beneath the earth.
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