panicberry
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Phantom of the Opera
God save the Berry!
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Post by panicberry on May 2, 2016 17:07:38 GMT
I'm going to put in several posts the process of the homebrew, because I can, and I will, and I want to (it's a Survivor: Palau GUATEMALA reference).
So yeah, incoming text dumps.
ABURY: Homebrew Setting
So I ran a D&D campaign a year ago and Abury was the fictional setting. I wanted a place that was fairly unique and avoided the basic plot. I started by looking over Rich Burlew's rules about D&D, which were 1. Humans dominate the world. 2. Gods are real and active. 3. Magic is real and can be used by anyone who learns it. 4. Opposite alignments fight each other. 5. Arcane and divine magic are inherently separate. 6. The wilderness is separate enough from the cities to justify 3 wilderness-oriented classes. 7. There are hundreds of intelligent species of creatures, but 99% of them are considered "monsters". 8. Arcane magic is impersonal and requires no "deal" with a supernatural being. 9. Beings from other planes of existence try to influence the mortal world, usually on behalf of gods/alignments. 10. Magic items are assumed to be available, and game balance proceeds from that assumption. 11. Magic is consequence-free.
Now starting out, the ones that I wanted to mess with most were 2, 4, and 5. But there's also two major points looming large over the whole concept of D&D: 12. Alignments are (usually) evenly matched and have equal access to resources, 13. There is a reason to choose evil. The implication must be that something in evil is desirable enough to compensate for the generally horrid afterlifes for all evil (and sometimes non-good) aligned characters. And that, to me, makes a good case for scrapping the idea of an afterlife entirely. So if it is replaced, there still has to be some manner of way to Raise Dead or Resurrect, because that's what various mechanics call for. But if I'm looking at a system where afterlife should be mostly nonexistent but the general status is in balance, there's a really easy method: Buddhism. Steal from concepts of Karma, reincarnation, and other traditions. And that's where the setting began.
So with the desire to use a more Buddhist method than Christian into cosmology and morality, the next question was how to deal with the class between the alignments, the divide between divine/arcane, and the implication of many static gods. I wanted especially to avoid the idea that gods were always things, because there's only so much a player (or villain) can do with deities of almost unmatched power floating around. It's hard to be concerned about potential genocidal, or omnicidal, villains while the gods sit in a corner capable of intervening. Furthermore, the evil gods interfere all the fucking time when allowed to. So how do we balance this? Well, the answer came with another game.
If any of you have played the Dominions series, one of the core mechanics is faith. Faith, when too low, makes it difficult to exert control over your realm's characteristics. It manages how many sacred units you can recruit every turn, how much morale your own soldiers will have, and if you lose all your faith - regardless of how large or powerful the rest of the realm is - you instantly lose. So what if the same is true here? The gods are "real" in the sense that they exist, but not in the sense that they are independent beings. Instead, there is one central deity - Abury - and many faces of that deity - much like Hinduism. Some are "good," some are "evil," some are "lawful," some "chaotic," but it's largely interpretation. Deities that cease to have large followers wane in power, deities that are universally worshiped become immensely powerful. This, in part, becomes a feedback loop wherein worship leads to power, manifestations of power lead to worship, which allows for greater demonstrations of power, and so on. So Abury steps in occasionally and uses his power to eliminate some goodwill for a deity to ensure that none becomes too powerful.
But equally the deity takes on characteristics of its followers. If tomorrow, the God of Elemental Fire's worshipers all decided that fire is a source of strife, conflict, and death and thus that fire is evil, yet remained followers of that God, the God himself would slowly drift towards Evil. He could intervene with the resources at his disposal, but unless stopped the cult of pyromania would take over and he would become an evil deity. The background will assume that most deities have gone through this process. Yet there's still the question of why they don't directly intervene, and that's where the power of Abury will come back in. To prevent the material plane from simply being a playground for would-be deities, a constant battleground between avatars of gods, Abury forbid direct intervention. Indirect methods are regularly used, but no gods or avatars of gods can travel out of their home plane.
To divert to the next question, what replaces the afterlife? Reincarnation is the simple answer, and the simple fix is that upon death a process begins of transferring a soul into its new form, based on its actions in the previous life. After a period, the soul is severed from its old history and is put into a new body. Various spells can prevent this process, of varying levels of difficulty, but one year and one day after a death, a soul cannot be retrieved by any means. This also gives an idea for a voluntary reincarnation mechanic that might come up later.
But this is the basis for the campaign: a system of various gods of varying strength, none of whom can directly intervene but all of whom fight in other manners, and all of whom are occupying some kind of position on a circle going from Order, to Good, to Chaos, to Evil, and back to Order. I'll get to the gods themselves in the next section.
There are four major alignments and four elements. I would wager that, if forced to assign one element to each alignment, almost everyone would go with something like Fire=Evil, Water=Good, Earth=Law, Air=Chaos. I'm fine with the Air=Chaos because I really don't know how to make illusions and such lawful, but the others I want to flip. Earth will also be chaotic, Fire Good, and Water Evil. That's a pretty significant departure that gives some uniqueness to the setting. But if two are already chaotic, that implies Fire has to be Lawful as well as Water being Lawful, so Fire is going to be thought of as Lawful Good (so think Paladins using holy fire to purge undead, almost an inquisitional sense), while Water is going to be Lawful Evil (floods are regular but destructive, tides are predictable but often bad). I want air to remain fairly benevolent, so Air will take Chaotic Good (think more in the vein of Black Widow or Hermes) and Earth will take Chaotic Evil.
So to explain this more thematically, I envision a fire god that's big on paladins, knights, warriors, and warpriests - those at the frontline with fiery greatswords and flame strikes, burning away the enemies of good. I also envision them as somewhat of a forge god. They are the central deity for the military class and the professional soldiery, which means we are looking at a major god of fire and smithing. This is almost like Hephaestus, but I want try veer away from Roman/Greek as well as Norse figures as they are really overused even in D&D context. But I want to use a realistic name, so I'll turn to lesser known pantheons. The Slavic pantheon features a god of Celestial Fire and Blacksmithing, so I'll just borrow and make the first deity Svarog. He'll be the God of Knights, Chivalry, Fire, and Smithing, the natural choice for Paladins or Warpriests. The other major benevolent deity needs to offset Svarog, so let's look for someone who shuns iron and steel and resides in the clouds. That's a really fae image, so let's run with that and make this a full on Goddess dealing with illusions, magic, trickery, and other non-military means. There's a tradition in Lithuanian mythology of luames, sprites who reside in the clouds. I'll name her Lauma, Goddess of Fate, Illusions, the Fay, and the Clouds.
But now I have an interesting image, because the major benevolent deities are fire and air. That denotes smoke and it seems that a major tradition that would be logical are burnt offerings. That means that we need either a large tradition of hunting or large tradition of animal husbandry. So let's make two more gods, and make them both generic Good deities. One will be a hunting deity, I'll make him a god of hunting and archery, so lots of wind traditions as well. Almost like Zeus or Odin, this is a very father-figure god. I want to derive from Celts here, because the more I write the world the more I find that the major civilisation should be struggling to overcome a deep history of tribalism and in a struggle between becoming a respectable empire and their old history. In fact, I want the old history to be only a single major empire that instilled some sense of unity and common culture, but that fell apart soon after. It's situated like Germany following the Romans or the Carolingians, where there is some tension between older gods - like this one and his wife - and the new gods - Svarog and Lauma. But we also need the Goddess who accompanies the hunter god. She needs to focus more on domestic life (old gods, again), as well as being a general goddess for birth. I'll steal wholesale and name them Damona and Vindonnus, from the Celtic Goddess associated with cattle and the Celtic God of the Sun.
Next we will move to the evil deities. The first needs to be a water god, who is evil. The obvious choice here as well is to put him as a father of monsterkin, like serpents, squids, dragons, and other aquatic beings. This also gives me the decision that traveling across the water is going to be a major difficulty but also very necessary. But I want to build a natural challenge here, because it seems that this would be an old tradition of vengeance in this society. Revenge and the old Eye for an Eye method of justice will be his general purview. There's an old Finnish god that swore to stay at home and not engage in warband raids if his wife remains faithful but leaves after she breaks her vows, now known as a raider and a god of the seas. That's a nice inspiration and I'll name him Ahto. I kind of want rival gods to him, however, that look at other aspects of law and justice - since Svarog is a more benevolent approach to justice and order - so maybe two? I'll come back to that. The other evil deity is some earth deity. They are meant to be chaotic and evil, so I'm imagining them as a spiteful deity. More like a crone or a hag, someone who casts random afflictions on travelers or cause disasters against those they don't like. For now, I'll call her Idaeba as I look for any hag or crone goddess.
Now back to the pure lawful deities. Since I gave two Neutral Good, I'll balance out with two Law, Chaos, and Evil deities. The two law deities will have distinct roles, one dealing with the law itself and one with enforcement. So one is a passive judge who makes sure rules are upheld and keeps records, while another hunts down those who must be brought to justice. Neither is necessary benevolent nor kind, both are instead personifications of pure law. I'll name them Mother Holle and Skathi for now, I'll probably go in and add more flavour to them later. Moving to the chaos side, I like the general idea of law = civilisation but I don't want chaos to seem savage. There's an allure to nature and chaos, some temptation, and I want one god to focus on that while another deals with the kind of animal rage. I'll make them twins, actually, and really stress them as not being savage. I think a great way to do that is through names: Holle and Skathi are traditionally Nordic names, even though the Nordic vikings were not associated with strong rule of law, so I'll give very imperial sounding or Greek-sounding names to them. One will deal with magic, but the very wild and undisciplined kind, along with plants and flowers, charms, songs, and other bardic traditions. The other will be more close to a barbarian, a god of animals and beasts, the wilderness and the steppes instead of glades and lakes. I'll name them Kelaineus, God of of the Glade, and Aigikoros, God of the Wilds.
That leaves us with the Evil deities. Like good, they will be husband and wife, but with an incredibly powerful and cunning wife married to a destructive and temperamental husband (again, old gods). The wife is a lady of water, but the dead waters. She inhabits the swamps, the marshes, the stagnant pools, the fetid lakes, and other areas of rot and decay. She is a mistress of pestilence and acids, the foul groupings of water. And with this, she is the master of the repose. She controls most undead, she controls most of the utterly damned souls (more on that later), and controls the very domain of negative energies. Her husband is a purely destructive force, behind the earthquakes, who summons storms as demanded by his wife, and who causes droughts. All manner of natural evil stems from his capricious nature. These two, which will take the names Kebechet and Naheb-Ka, are considered the greatest evil by the Aburians and most adventurers will face their machinations in some form. But Kebechet has a long and tragic history, which will be covered along with the Eldest Gods (Carnax, Tzatza, Chiton, and Annake) in the post on the True Circle.
One of the major issues of D&D, and similar systems, is very apparent to anyone who played Guild Wars (and most other MMOs) wherein even the most powerful of villains should be destroyed by over 9000 adventurers who happened to be in the neighbourhood. Eventually, simply based on how these games work, at best you'd have Neutral and Good aligned adventurers only. You might get some various levels of dickishness, but outright evil wouldn't be realistic. But we are a modern society, why not steal a concept?
In essence, the "True Circle" concept holds that, for various reasons, the gods can be changed. They are mutable forms. As stories of a god changes, the actual personality and the powers of the gods themselves will change. Equally, the True Circle holds that there must be a deity responsible for each domain, that is to say that even if all stories were to change at some point there must be a story of a God of Death, or a Goddess of Nature, of good, evil, chaos, and law oriented gods, and so on. Thus, as some gods wane in popularity, others tend to take over their roles. At times, this occurs naturally, like the rise of Svarog, while other times this is a deliberate effort by various gods, like Kebechet's changes (both dealt with in this post). As such, there tends to be a large deal of uncertainty about which particular cult or branch of any deity's church can claim primacy beyond whichever happens to be the most powerful at the time.
As a consequence, while officially Kebechet is a Neutral Evil deity, there are some realms where she is worshiped instead as a Lawful Neutral deity, focusing on her role as merely a part of the natural cycle of life, others that consider her a Chaotic Neutral deity, painting her as an unwitting bearer of plagues and pestilence, and some of the more fringe matriarchal societies even hold her as Chaotic Good, who see her use of poisons and the swamp as a natural equaliser. The truth is some mixture of all these cults, as originally Kebechet was a Lawful Neutral deity charged with upholding the barrier between the living and the dead, along with overseeing the process of preparing souls for reincarnation. She was a steady judge that carefully preserved the memories and actions of the past lives and, once finished, would mete out a judgement. But over time, she became more associated with death specifically and less as a judge of the dead. As various plagues struck, some cults propped up begging Kebechet to intercede and save them from death. She, being primarily lawful, refused to intercede nor allow her followers to intercede and break the natural cycle of life and death. Following a large plague that killed large portions of the population, many powerful kings and priests began attacking shrines to Kebechet, believing that she was directly responsible. Mother Holle and Skathi, at the time gods of relatively minor importance, instructed their priests to attack Kebechet as a mistress of death and plagues, a connotation that stuck. As more died, more rejected Kebechet as an evil deity and thus the former Goddess of Judgement became the Goddess of Plagues. Now, she seeks revenge on the followers of Holle and Skathi, as well as the kings and priests who rejected her, but still has tremendous following among the areas that were largely spared from the plague. Most "evil" deities have a similar history, but as most of the world sees them as evil, evil they remain.
Gods might also fade from importance. The Eldest Gods were the former gods of the elements, Chiton the God of Earth, Carnax the God of Fire, Tzatza the Goddess of Air, and Annake the Goddess of Water, but these became less popular as Svarog, Lauma, Ahto, and Idaeba became more entrenched. However, most are unaware of any besides Carnax, the former God of Fire. According to popular mythology, Carnax was a Chaotic Evil god who let fires rage across the world, untamed. The inhabitants of the steppes and plains dreaded the arrival of a sudden wildfire and with it blamed Carnax. But as fire became tamed and settlements less vulnerable to a sudden conflagration, the image of Carnax became less popular. The myth holds that Carnax was punished for failing at his duties, as the fires had threatened creation as a whole, and his punishment was to be demoted out of the True Circle, the standard pantheon of major gods, to be replaced by one of the minor gods of fire. Svarog, a relatively minor god, was chosen for his valour and his wisdom, being a virtual opposite to the behaviour of Carnax, and took over his responsibilities.
Because of these stories, it is a popular goal for villains of all stripes to become gods. It is well known that Svarog was originally the leader of a tribe who was elevated upon his death to godlike status and that his followers (primarily those from his tribe) had succeeded in spreading his cult, and so many villains aim to become powerful enough to make a case for their own godhood, potentially replacing a member of the True Circle. Others seek to destroy a disliked god by discrediting them among their followers or by associating them with various disasters. But armed with the knowledge that the paragons of any alignment might one day be elevated to even minor status as a god, many fanatics or unscrupulous ambitionists seek to make themselves deities.
For adventurers, this does mean that even a Good-Aligned adventurer might have cause to go against the desires of a good deity, or even assist evil deities, in the quest for godliness, while DMs should be encouraged to allow the interpretations of any deity to vary based on events in the game. If the main citadel of Svarog were to fall, it would be a massive event that would permanently stain Svarog or might remove him altogether. This might empower the other Good-aligned deities and give them a reason to not become involved, especially as direct interference is not possible.
Furthermore, those who are incredibly loyal followers might see rewards as the god uses what indirect methods they can to advance their causes. For evil deities, who have few followers, this can be powerful temptation. Knights of Svarog might compete with thousands for a reward, but a single adventuring party that assists Ahto could receive an even greater one for less effort.
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panicberry
7500+
Phantom of the Opera
God save the Berry!
Posts: 8,150
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Post by panicberry on May 2, 2016 17:07:49 GMT
I'm headed to a show, but after I will explain the major four realms pictured above.
We have four major continents (kind of) in play, though that can be expanded later. The map, as should be clear, is not really finished but the regions not mapped are far enough away that the general time setting makes travel to those regions impractical. I'll get to the names of these regions later, because that's a question of culture not geography. There's a lot that went into the various geography, but we'll also skip that for the moment and just deal with the actual regions and not the motivations behind them. The first major region is the interior of the large continent in the southwest - for now, called Continent A. The interior is a quasi-triangular region, bounded by three different mountain chains that isolate but protect the region. The western interior is a large, fertile plain that I'll make the home of an old empire. The southeast is a wooded region, which provided a variety of materials to the empire, and the northeast is rolling plains giving way to hills that supplied the iron for the war machine. These three are now home to a series of feuding kingdoms. North of them, on the exterior of the continent, is another large plain, largely flat along the coast. This region is home to a large number of feuding lords and petty kings, a common realm for adventuring parties seeking to profit the near constant war in the region. The last part of the eastern half is the small bit of isolated green tiles in between the plains to the east and hills to the west. Given some of the other decisions made, this I've decided will be a coastal area home to a massive trade city that is protected by geographical features - like Venice is - and I'll play around more with that later. These groups all make up the eastern half of the continent, a region that will have almost entirely different customs and traditions that the rest of the continent, and the world in general. The western half begins where the two mountain chains intersect. This area probably will have varied religious importance, because generally speaking when you have a bunch of semi-active volcanoes in the middle of a massive mountain range you get religious connotations, but I want this to be a source of contention. So one kingdom which highly values Svarog will claim the volcanoes as the forges for his armies, another kingdom that values Damara will consider the place unholy and blighted, and a cult of Idaeba will probably think it's a holy site for entirely unrelated reasons. In which case, you probably see a surprising amount of battles over relatively worthless land and shit I've just invented the Crusades. Fun. This, of course, means that the area directly to the south, which is bounded entirely by mountains and oceans, would need to have some really strange geographical barriers to avoid being a constant source of contention. So it's a swamp. And hey, if the holy site of Svarog / Idaeba is nearby, why not make this place home to cults? So it can be swamps that fucking hate Svarog, because his warriors keep trying to invade to keep control of the nearby volcanoes, and now I kind of want them to be a place that would just be loathed by everyone. It's roughly the Feudal period, so I'll make this region a matriarchy. There, now I have a place that players themselves probably would like and be sympathetic with but that the rest of the world considers the Literal Worst Thing Ever TM. In fact, what if basically the entire western region is not well-liked? This seems like it would be a place that would be regular sites of wars dealing primarily with religion, so even though this is mostly geography I'll say now that the eastern half is a realm of mystics and magicians and priests, all of whom are hated by the western half which is home to warriors who don't give a shit about religion. There's one region bounded by mountains on three sides that will probably be home to a very warlike kingdom and a lot of fortifications. Along the coast, the terrain is rather unsuited for permanent settlements so the coast, aside from the bit right on the rain shade of the mountain that frequently floods, is home to roaming nomads and not settled groups. The islands directly off the coast are more settled and rather prosperous, but in large part look down on the coast nomads. The other islands, occupying the centre of the map, are major trading ports and stopping points for vessels continuing on the city in the cove - which I probably will be lazy and just name some derivation of "Cove City" because that makes sense. The basic summary then is that the interior area probably will have about five kingdoms, maybe six, that are in states of flux concerning the exact borders, but are otherwise settled, way too many kingdoms and would-be-kingdoms in the north where adventurers flock to, a large number of nomads along the western coasts where there are few resources present, a powerful kingdom in the centre isolated by mountains, some kind of matriarchal society occupying a large swamp in the south, and a few prosperous independent cities inhabiting the islands, the northern cove, and the peninsulas. In general, it can be thought of as being much like feudal times, including the divide in Western and Eastern traditions and approaches, where the east (as typical) is the heart of the old empires and is the land of more mystical traditions while the west is more focused on practicality and trade. The next section, which will be brief, will cover the southwest continent.
Continent B, the smallest of the continents, is a fairly uniform continent. The mountain range dividing the continent into its two halves and the nearby hills in the centre of the region are the major figures and the main draw for the continent. This region is home to the largest bands of marauding monsters, being one of the few areas entirely unsettled. Civilisation is largely confined to the outlying peninsulas where many nations have outposts yet organised kingdoms are rare. The lone exception is the forested area, home to a single kingdom of the local race. The area in general is rather inhospitable and relatively worthless aside from a few mountains that have rare ores present, along with the frequent rumours of treasure deep within the mountains. I'll have a lot more on the realm later, but it is currently the most minor of the four continents.
Continent C, which is actually three distinct islands, is the most geographically varied of the continents. Various currents run through the inner cove, making the region unnaturally hot, while the position of the mountains creates major rain shadows and cycles of flooding. This region is roughly divided into six major realms, each of which is a formidable power in their own right but that feud enough to prevent them from threatening any of the outside world - if united, as they were briefly in opposition to the old empire - the resources present would be more than sufficient to conquer most of the other realms outright. The richest region lies in the far west, a deep jungle that is frequently flooded by the rains coming in. Isolated from other land empires by the mountain range, they boast a massive fleet made largely out of the tropical woods that are rarely worthy of long voyages but are uniquely suited to the region. In the mountain realm, there are rich mines of gems and gold, while the south and the coast provide various spices and unique plants used in the holy rituals abroad. This has made the region wealthy, but also fairly decadent and largely corrupt. Yet the civilisation across the mountains is also relatively wealthy, as they have access to most of the mines and to various supplies of incense and spices. These regions are equally steea mosped in the mystic tradition that dominates the old empire, as many of the traditions that were popular were borrowed or adapted from early traders. The desert region also is also home to various nomadic groups, but much of the region was deserted - another source of potential expeditions into ruins of old kingdoms. The north is a bitterly cold region, home to most of Ahto's followers. As it is too cold for usual farming or agriculture, it is heavily reliant on fishing and most of the region is inhabited by at least semi-aquatic races (I'll dig more into that later). In the middle of the entire realm is a bitter swamp, which is more frigid than tropical. These are closer in general sense to the bogs throughout Europe or parts of the Pacific Coast in North America where there is both a large amount of water and vegetation despite a low temperature. This region, as a consequence, is home to one of the more stable kingdoms as few outside the area see value in attempting to take the territory. At the very edge of this region are some mountain chains featuring volcanoes in various states of activity, where most of the iron comes from, but this is one area of extremely limited resources. Despite these conditions, the kingdom remains fairly prosperous due to the many spellcasters that visit the glades and lakes present throughout. Finally, there are two islands hosting two rival kingdoms, the north-eastern one being more wealthy due to ample amounts of farming and grazing land but the south-western one having more inhabitable land - the mountains themselves are inhabitable in the north, in the south many villages of varying size can and are supported in the winding valleys. The two fight frequently, somewhat disrupting trade, so many traders have taken to using the slightly more difficult navigation path from the continents to the islands in the centre of the map over to the western nations. It should be noted that this area is home to the greatest quality and quantity of iron and if not in a near constant state of war they would have little difficulty becoming the strongest of any of the nations.
Finally Continent D, and the disputed island between it and Continent A. That island is valuable land belonging at various times to kingdoms from A, kingdoms from D, an independent state, or groups from the islands to its west. Continent D itself alternates between being ruled by a single dynasty and being split into eastern and western halves, though at times the large forest in the west has declared its own independence - usually a druidic conclave, or a group of barbarians, and at times both - and the northernmost region, its own island, is home to independent states that frequently raid their more peaceful neighbors. This region has a general mix of all resources vital for kingdoms, namely food, stone, wood, and iron, and is a fairly stable area. Adventurers generally have little activity in the region unless contracted to deal with the sea raiders, as there are few conflicts otherwise. But this continent, owing to its lack of natural barriers like on the others, is home to a very small number of states at any time and generally home to the most contested battles in the rare wars. There's a very long history between A and D, mostly negative, which will probably be covered soon.
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panicberry
7500+
Phantom of the Opera
God save the Berry!
Posts: 8,150
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Post by panicberry on May 2, 2016 17:08:00 GMT
THE OLD EMPIRE
I decided to do this post before the races post because I wanted to explain some of the decisions made later - particularly one that might be controversial regarding which races won't appear (hint: most of them). Because somewhere along the way I realised that I don't want the fall of the empire to be some big, flashy battle of heroics. In fact, I want the precise opposite. There needs to be just enough sense that the old empire wasn't hated entirely and that there was more pockets of resistance outside of Continent A that eventually coalesced and forced the empire to break up. I think even more, I want it to be explicit that some of the gods were actively seeking to build this empire as a way to stop the random outbursts of violence between the tribes. But I'll put in just enough anger and grievance elsewhere to justify how they tore down the empire. And realistically, from the simple perspective of which gods actually have deceit and trickery as major sources of power, I realise that it actually needs to be Lauma and Kelaineus that caused the empire to fall. And that's really where I made the decision on which races would appear (to be explained later).
So the basic history then will be a series of four benevolent rulers - a founder, his daughter, her son, his daughter. This can be the first strange thing that the new dynasty brought in, a line of succession that allowed women to rule. I want this dynasty to be a major departure from how the rest of the culture operated at the time to have the constant friction between the tribal customs and the customs of the "civilised" empire. I'll even make their religious traditions a bit odd - they can be the source of the incense rituals, while more tribal customs had mere burnt offerings. On top of that, I'll even make their naming customs foreign. This is akin the Romans in Gaul or Iberia, where the ruling class is to varying degrees accepted and customs adopted, but the locals remain of their own culture that remains after the occupation. And much like Rome, this empire will fall into decay but not due to military threats. Instead, they will have been infiltrated. Various nationalists and spies from Continent C and Continent D will have inserted themselves into major posts, slowly creating conditions to lead others to revolt. The mismanagement of the emperors after the final daughter will be combined with the various intrigue as ultimately the Lawful Empire gives way to a more benevolent freedom, in line with Lauma or Kelaineus's views.
So the first king, who I'll name Edric because why not (Edric, for those who don't regularly consult etymological guides, is an Old English derivation of Eadric, a combination of "ead," wealth, and "ric," ruler, so Edric is literally "Rich King"). Edric will be a man of valour, honour, and splendour. He's a mythic figure and a legendary figure that could rightfully claim godlike status had he desired it. Under Edric, the interior of Continent A became part of his empire and the military became a formalised process. Reflecting, I think that he makes a natural choice as the envoy for Svarog - who, realistically, has the most unique name of the pantheon since the others all are using similar linguistic roots - and I'll put that as a basic portion of the history. Svarog was not popular, but Edric worshiped Svarog and brought him to the others. Actually, I now want to make it that Edric is explicitly a descendant of Svarog. (The magic of writing things out, because that thought originally escaped me even though I had already planned on calling Edric's personal knights the Sons of Svarog). Edric can be a distant relative, of course, or that can be mere propaganda, because Svarog is Slavic and Edric is Anglo-Saxon and while the pantheon can be a mix of linguistic roots the actual cultures shouldn't be, but I envision now that Edric unified a large number of tribes under the claim that he was from Svarog's line and used that claim to assert his legitimacy on the throne. This means that other areas were mostly coerced into joining the empire, as he clearly had a superior army, and some outright conquered, but Edric himself was a mostly benevolent ruler who wished to join the tribes under a more powerful united banner.
But Edric's daughter needs to be very, very, very different. I want her to be everything Edric was not. So Edric was kind of boorish, a bit arrogant and concerned with glory, I want her to be someone who sees a united army is less important than a united people. So she will be a subtle ruler, a highly educated one, who attempts to build up Edric and not herself. Which gives me an idea for a name. The Greeks had the concept of Sophrosyne, or Sophron if an adjective, as the opposite of hubris so I'll make Sophron more feminine and Anglo-Saxon. That's something I'll play with, but for now we can call her Swifrunne (SWIF-roon). If anyone has other suggestions, let me know, because unfortunately I am not an expert in Anglo-Saxon women's names. Swifrunne will have been an effective consolidator of power who diplomatically negotiated with the lowlands (that area on the northwest coast of the continent which I still need to give an actual name) and the city on the cove (which probably will remain the "City on the Cove" or some derivation forever) to make both protectorates, managed to marry off her daughter to a king elsewhere to bring those lands in, and by the end of her reign, without once calling on the army to invade or suppress a revolt, managed to extend the reaches of the empire out to the entirety of the continent. Swifrunne also instituted the official language and script of the lands, which is now standard in Continent A as a continued mark of the empire. Of course, since propaganda is tantamount, the official history put in place by her son claims that her ancestors were the first priests of Damara, as at this point I might as well give a deity to each of the Good Four Nobles.
So next we need a son. He, like Edric, was a conquering fellow but here I imagine less as "Let's band together to stop being shit and/or fight the evil people from the other continent" and more as "It's Tuesday." He is a warrior not out of necessity but out of the simple pleasure of the martial hunt – a figure much like Vindonnus. It's a jovial kind of fighting, something more similar to jousting than actual warfare, but he enjoys battle. Perhaps someone who, like his mother, understands the value of nation-building but prefers nation-building through military disputes. Domestically, he was greatly popular but it was under his rule that the agitation began. Frequent clashes with Continent D and Continent C made both angry at the empire and desired to see it fall, a feeling furthered when the king annexed the nearby islands and began constructed fortifications there. I'll go with Vinsige (VIN-see-ah) as his name, a derivation of “win” for “friend” and “sige” for victory. And, for story reasons, I'll make him the conqueror of Continent B and part of D – at least enough of the region to seriously threaten it and C.
Lastly we need a queen. She is a powerful, just ruler who, like her grandmother, looked to standardise the empire and its traditions. While her grandmother looked at culture, she looked at institutions and laws and put through a series of reforms. These were popular among the peasantry, and even helped settle long-running disputes with the other continents. But her rule led to a deep animosity towards the dynasty and upon her death the realm began a long period of dynastic struggles, during which more of the empire broke away. But she is looked upon fondly as a lawgiver and a wise ruler whose sons were ineffectual and weak, with many believing that had her heir carried on the same policies the empire would have survived. She's nonetheless the break between the old traditions and more modern ones, so I want her name to be closer to Norman or Middle English customs than Anglo-Saxon ones. There's not really any meaning in specific for her to convey other than the dynasty slowly becoming closer to “modern” times, so I'll go with Gwenore, which actually takes some hints from Anglo-Celtic tradition and is derived in part from Gwendolyn, itself stemming from Gwenevere, an alternative spelling for King Arthur's wife. She will be associated with Holle.
After Gwenore came a weak leader, a man who did defeat the first attempt at an uprising soundly but had inept spymasters and no awareness of intrigue. During his period, the first infiltrators managed to become part of the empire's ruling class and began convincing the weak king that he should add greater repression to prevent uprisings. I want to at least make sure he and the next king have given names and are somewhat remembered as the two kings that began a period of terrible rulers until the entire empire was under the control of a different dynasty entirely. He can be named Alein, a derivation of Alan, and he can have a brother who deposed him and briefly corrected course. The brother, though not in the high status of Edric, Swifrunne, Vinsige, or Gwenore, is still respected somewhat for his time, but still had difficulty managing the realms of his predecessors. He, finding Alein's repression to be distasteful and aggrandising, decided instead to allow Continent B, a relatively minor and meagre holding, peacefully secede, along with the more problematic but wealthier holdings in D. He was an efficient, though realistic and flawed ruler, and we'll call him Reimund (variant of Raymond).
After Reimund, his daughter was set to take the throne but her brothers, one with great support in the lowlands and one with support in the interior, refused to give up their claims. They raised armies and she was eventually forced to the island near Continent D (which really needs a name, dammit) and she briefly attempted to regain the throne before agreeing to a partition with the kingdom at D to allow her and a noble of her choosing to rule the island as a protectorate of their kingdom, removing more territory from the old empire. I almost want to name her Margery, a common name, but Game of Thrones has kind of taken that already. So let's go with Rosemond, with her feuding brothers Garin and Ancel. At this point, the naming conventions have become closer to Norman England than the Anglo-Saxon ancestors, which in large part reflects the breakdown of the empire as the cultures diverge. But Ancel will remain a constant source of antagonism in the lowlands until his death, unable to ever fight his brother out of fear that Rosemond and her supporters might take advantage of the fight to reclaim the throne.
After Garin, Ancel, and Rosemond, the next rulers becoming increasingly obscure, as the main history shifts from the dynasty to those acting outside it. Regions broke away and various court intrigue prevented rulers from ever responding effectively. One ruler might reclaim an island, only to lose the neighbouring one, but rather than being constant fights that marked the end of the Romans these are merely entire regions seceding and doing so without opposition. Nobles from C and D would house claimants to the throne with the knowledge that the empire could not risk an invasion of its heartland as its armies were off trying to instil order. Various plants and double-agents convinced nobles to withhold armies and taxes, until finally an upstart nobleman deposed Renfry, the last king of the dynasty. The old empire had, by that point, lost control of all but the basin itself with a strong alliance forged against it, preventing further expansion. Renfry and his followers took refuge in a minor court, remaining mere barons for several centuries, and today there are many who claim to be descendants of Renfry or other emperors with varying degrees of accuracy.
But now for a name. I, on one hand, do enjoy it simply being called “The Old Empire” and kind of want to choose a name that the citizens, for whatever reason, would refuse. It might even be a great source of unrest between those who desire a return of The Old Empire and those who prefer the current arrangement. So I'll turn to two ideas: first, I want a name that is both recognisable to modern players and that has ties to the general sense that this dynasty is an Anglo-inspired one ruling over a decidedly less Anglo-populace. So first, I think of titles. If we ignore the possibility of bastardising Count, Duke, Marquess, or such, I think it actually makes sense to steal the term “bury”. Bury came from “burg” (complicated process, linguistics) and generally denoted a land holding, a minor one. Given that the four good rulers each had claims to divine heritage, I imagine that Edric as the founder would give them a semi-divine title. Well, let's pull out the linguistic tool again and consider “Al-” which usually denoted “All,” but “Albury” sounds strange so let's cut out the “l”. Abury, the same as the creator god, because Edric as a self-aggrandising man would see no issue in explicitly naming his dynasty after a god. And that's a source of division between those who see the Aburian Empire as a benevolent and needed institution, thus having no objection to the name, and those who dislike the empire and might just call it “the Old Empire” or even “the Empire”.
That's a lot of history dump, but in it there's elements that will be crucial for explaining a lot of the decisions made surrounding playable races. I'll cover that later, I still have finals.
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panicberry
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Post by panicberry on May 3, 2016 4:19:45 GMT
So, a guide for upcoming posts: I'll be running down the mechanics of the True Circle, which is more or less my attempt to handwave some of the stranger parts of D&D lore and make so that you don't have the Guild Wars problem wherein the sheer multiplicity of adventurers in the realm should, by all standards, eliminate any possible threat ever. After that I'll go over some homebrew stuff to finish off the first section, which is entirely on deities.
From there, I'll move to the geography of the realm and some bits on culture, all fairly basic stuff for now but I'll get more in detail later once I have other places fully formed. This also will be a chance to look at the (in progress) world map, which may or may not get expanded depending on my desires. But it right now features the four major regions for plots.
Then it's to a /lot/ of homebrew, as I pontificate about the strange position of bards in D&D, the strange irrelevances of non-spellcasters, and why I hate standard fantasy races enough that I'm going to eliminate all of them - I might even get rid of humans. This section is basically all going to be homebrew races, some tweaks to classes, and perhaps a few thematic changes. As of now, it's based in concept, not mechanics, because I don't really want to get into which system this is designed for yet and want it to be something that, given a DM with the general knowledge, could be adapted. But I can promise you that shapeshifters, dryads, minotaurs, centaurs, and other more classical fantasy elements will make appearances in place of elf/dwarf/orc/goblin mixes.
I'm not quite sure where it will go after that, but likely I'll go into the broad strokes imagined history up to the time period players will be in, as well as any equipment that might be out of place.
If y'all have any suggestions about various elements, feel free to post them, or if you have a question about some bit of the lore feel free. I want to get this fully formed so that I - or someone else - can run a stronger campaign that is largely planned out.
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Wikkiwallana
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Post by Wikkiwallana on May 3, 2016 15:10:08 GMT
Sounds quite interesting, I look forward to it.
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Post by Wikkiwallana on May 9, 2016 17:20:41 GMT
But now I have an interesting image, because the major benevolent deities are fire and air. That denotes smoke and it seems that a major tradition that would be logical are burnt offerings. That means that we need either a large tradition of hunting or large tradition of animal husbandry. What about incense?
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panicberry
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Post by panicberry on May 9, 2016 18:32:21 GMT
But now I have an interesting image, because the major benevolent deities are fire and air. That denotes smoke and it seems that a major tradition that would be logical are burnt offerings. That means that we need either a large tradition of hunting or large tradition of animal husbandry. What about incense? OOOOOOOH. I honestly did not think of that, and based on the general geography, those living in the heart of the old empire would have almost no natural access to incense which means they'd have to trade for it, but they are remote from a trading perspective, so I guess now I have to consider the implications of them needing a huge trading port that primarily is used to import incense and other exotic goods. That's not too far off from what was already planned, but now I can consider this religion to be rather mystical in general, with a lot of traditions that would seem more at home in the Middle East than in Feudal Europe.
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Post by Wikkiwallana on May 9, 2016 18:41:58 GMT
OOOOOOOH. I honestly did not think of that, and based on the general geography, those living in the heart of the old empire would have almost no natural access to incense which means they'd have to trade for it, but they are remote from a trading perspective, so I guess now I have to consider the implications of them needing a huge trading port that primarily is used to import incense and other exotic goods. That's not too far off from what was already planned, but now I can consider this religion to be rather mystical in general, with a lot of traditions that would seem more at home in the Middle East than in Feudal Europe. Sounds like this will be very fun to read about, once you work it in.
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Post by panicberry on May 13, 2016 18:01:15 GMT
Updated, Continent A's general summary is finished. Still some work to do concerning the very outlying regions of that Continent. Next up will be a really, really short piece on the smallest of the continents (spoiler alert: there's basically nothing there).
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Post by panicberry on May 14, 2016 6:02:52 GMT
Updated, Continent A's general summary is finished. Still some work to do concerning the very outlying regions of that Continent. Next up will be a really, really short piece on the smallest of the continents (spoiler alert: there's basically nothing there). Okay, I kind of finished that section because there's not nearly as much geographical variance, nor landmass, in the other continents so they took a relatively short period. I think I'm going to do some stuff on races next, but I might also cover the broad-strokes history. Thinking on it, its probably best to do one giant post on the old empire before going further since that's the major event behind most of the setting.
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Post by panicberry on May 25, 2016 3:44:08 GMT
THE FANTASY RACES: OOPS I GOT RID OF THEM ALL
Spoiler Alert: I did, in fact, eliminate the vast majority of fantasy races. Darn.
For those that have never asked me why I dislike elves (because I really just despise elves), the short answer is that elves almost always are used in fantasy settings as "Humans, but better" or maybe "Humans, but better except being less hardy". It's seldom that elves are portrayed in a way that doesn't make them seem better. And the rare exceptions - the Drow, for instance - are pretty fucking overdone as well. So fuck elves (there's a longer explanation, which gets into mystical racism and fantasy conventions that reinforce racist tropes, but this will suffice for now). And dwarves are really fucking difficult to make unique. Yes, a lot of this comes down to Tolkien being so influential, but I really don't want either to be in the campaign. I've also never understood Dragonborn or Half-Orc as being playable classes, simply due to the roleplaying issues of justifying how a fucking Half-Orc is in an adventuring party that is not regularly being thrown out of various societies. And at this point might as well throw out halflings because I don't quite know what to do with them, and Tieflings have to be massively adapted to work in the setting.
Which has basically taken out every standard race that isn't humans. Fun, right? So obviously we need to build some new ones, which is now my diversion.
The first idea came from the history of the Empire. What if Edric's claims were are actually true and he had some greater power because of it? There are indeed entire races descended from the deities, or created specifically by the deities, designed to be their connection with the material realm. I don't, however, want to create twelve unique races as generally the fewer races the better - or at least, the easier to keep track of. Further, I don't really want to deal with the strange politics of a sentient race that is "Evil". That's again straying into the realm of mystical racism. So what if we just derive from the more basic convention of elemental heritage? Svarog, Lauma, Ahto, and Idaeba are all elementally aligned so I'll design one race with four variants, representing the span of various divine heritages. Each will have a basic resistance to their element, however the system used defines that. (I, for the time being, am going to keep these purposefully vague as A. I don't know what specific system this is being geared towards yet B. I hate trying to balance things C. Individual DMs will make their own choices regardless, so meh.) And, based on some stuff I'll cover in the next post (MAGIC), I actually want to make these have no ability bonuses in exchange for having greater access to various powerful spells. So the Sons of Svarog, or whatever their actual name will be, are mostly human but have some of Svarog's power. They have fire resistance and can more readily cast spells dealing with damage. I'm still toying with the idea of how to make magic work in this setting, which might require a departure from traditional D&D entirely. But, for the other three, I'll give the Daughters of Ahto greater access to conjuration (Ahto is the Father of Serpents, after all), the Daughters of Lauma greater access to illusion/charm, and the Sons of Idaeba greater access to more primal enchantment (barkskin, rage, bull's strength, and such).
But those are kind of fluff for casters, what I really want to focus on is the four races I want to strongly include. The first are some derivation of kitsune, because I like them and I like shapechangers. They'll mostly be left alone, they are in a good spot as is, but I might change some of the shapechanging to make it fit with the general changes to magic. The second are a woefully underserved fantasy race, largely because the mechanics are somewhat strange, but I want to include slightly weaker centaurs (balanced around semi-standard, or maybe just like +1 level adjustment). They mostly will function like humans, but with increased land speed and greater size. I also figure I might as well include the satyrs, since realistically Kelaineus probably would be one, and minotaurs (Aigikoros just became a minotaur, BTW). I'll have these monstrous classes focus on taking over some of the more martial combat focused roles that used to be served by races like Orcs and such - also, I get to draw from more Greco-Roman mythology of taurs and avoid some of the more Tolkien fantasy races! I think maybe satyrs will take over the role of the "small" race, or I might add another. But the main thrust here is that in place of the standard dwarf/elf/halfling/orc dynamics, there's the hodgepodge of centaur/minotaur/satyr and I think I might scrap kitsune as being too far from the rest of the setting and replace them with something closer to shapechanging nymphs.
Now, mechanically, none of this is worked out yet. Mechanics aren't really my forte, all I know for certain is that Centaur and Minotaur will be larger than humans, Satyr generally the same size (but I might make another race that is smaller), and the as of yet undetermined nymph race will be medium. Actually, let's meld the concepts. The nymph race will be the aforementioned progeny races, I think I might be lazy and just call them the Progenitors for now, and they'll be able to change to look human but have more natural looks as well. There's still more work to be done with them, but for now I think there's a solid base. I'll come back to this, but right now I want to go over changes to magic (there's a lot).
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panicberry
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Post by panicberry on May 25, 2016 4:47:08 GMT
Aburian Magic
There are two things to focus on in this section, both arising from Burlew's maxims on D&D: "10. Magic items are assumed to be available, and game balance proceeds from that assumption. 11. Magic is consequence-free." I don't particularly like either, and I have a solution for both! I'm going to be again borrowing mechanics from several different systems entirely to make this work. OOOH and I just thought of a few villains that are really interesting under the system. Magic of homebrew.
So first let's deal with "Magic is consequence free." The general method of balance in games of this nature is to give mages limited resources, in that they can only cast a certain number of spells per period (which varies). That's one method which does function, but it doesn't always function well and tends to have no consequence for mages outside of long dungeon crawls, where they instead have to invest in wands/scrolls/staves or other alternatives to direct spellcasting. So that's not a method I want. I also don't particularly like 4e's restrictive approach. Cast-from-health is a popular mechanic, but that doesn't feel appropriate for all classes (especially not cleric) and might just be something instituted for a few classes instead. What is really needed is some mechanic that allows for mages to retain usefulness across multiple fights without allowing them to dictate every aspect of a fight, which either requires a harsh financial cost to make them use resources judiciously (somewhat in place) or some limit to spells cast per fight. I think, realistically, what works best is to borrow from Dominions (a turn-based fantasy grand strategy game) and have a fatigue mechanic. All actions, from casting a spell to running, give some amount of fatigue in combat and at a certain level of fatigue the character starts taking penalties until they eventually pass out. So a mage could decide to cast an uber-spell right out of the gate in hopes of destroying the enemy, but they'll immediately pass out. And there can be some level of damage taken for going to far over the fatigue cap so that mages don't cast a bunch of spells to hit 99 fatigue (or whatever the cap is set at) then one massive spell and be no worse off than if they had cast one spell costing 100 fatigue right at the beginning. This will be the basic mechanic to make fighters more relevant, as a well trained fighter can fight for thirty rounds and just be hitting the caps while a mage of similar level might only cast three of their high-level spells before getting to the same level. This also nicely balances armour, since the dominant strategy is normally to wear the heaviest armour possible below your DEX bonus, but now extremely heavy armour gives fatigue - and we'll put in a greater amount of fatigue for mages casting in armour. So the reason to not wear armour moves from "a spell might fail" to outright making the mage likely to cast fewer spells. So, as an example, a plate armour might add 4 fatigue on actions like attacking, 8 for casting spells, and 16 for casting spells without proficiency in wearing plate, thus making mages almost certain to be better off without the plate. And obviously different classes will have different modifiers, so a barbarian might ignore the fatigue cost for medium armour while a paladin ignores all costs for armour and a sorcerer might double the already steep costs, ensuring that no sorc would ever choose to wear plate. That gives a way to more easily separate out classes and give more of a reason for classes to carefully consider what they wear.
The other way to constrain mages will be tied into the religious aspects. Since we've got incense and burnt offerings, obviously there's a lot of use of dusts and spices in religious services. Well, why not make that a primary resource for magic outright? So a mage might need to gather specific dusts or spices to cast certain spells, while certain types of clerics use the same to commune with their deity. That creates a natural scarcity and a reason why mages don't cast absurdly powerful spells regularly: the church demands the same resources and frowns upon private adventurers using those resources and the spells make the mage vulnerable due to fatigue. Players will have to balance both, though obviously the arcane dusts will scale in scarcity and level of disapproval based on level. So the church might not like you using a very basic and almost mundane dust to aid spellcasting, but it will excommunicate for using uncommon ones and might openly call for your destruction of a particularly esoteric dust is used. Thinking on it, I think these dusts might also function somewhat like potions to make it more difficult - do you use the uncommon dust now to give everyone in the party greater accuracy in attacks, save it for the fight to reduce fatigue costs for a difficult spell, use it in a spell that demands that dust, or leverage it for favour with a church / noble / mage?
I also mentioned specific spells for the progenitor races, which I think will just be a general sense that some spells are generally known and widely taught, represented mechanically by spells that are on the common spell list, others taught only be specific disciplines (so on a specific class list, or to a class variant) and some only taught by a few institutions that will require some coercion or favour before they can be learnt by the player. So two sorcerers that chose the same variants and feats might have widely diverging spell lists because one was taught by loyalists to the Old Empire while another learned somewhere in Continent C, where the arcane dusts are more common, so one has many spells that are fairly taxing but have no specific resource requirements and work well in battle while the other has spells that require rare and esoteric materials more useful in a general setting. That's also going into casting time, as certain spells might require a long preparation and a variety of dusts that make casting them in battle unfeasible - these won't have specific fatigue costs since fatigue doesn't usually matter outside of battle.
Now to get to the question of magic items, the normal process has magic items being enchanted and that's usually the purview of a mage. That, again, gives mages outsize importance. I like the idea of using dusts here as well and instead saying that crafting magic items is a process that doesn't necessarily require magic knowledge, at least not to craft the most regular kinds (so simple bonuses, not those giving spell-like abilities). Instead, a forge just needs to be fired used a certain dust to give bonuses. So, one could have a basic steel sword infused with Common Dust of Svarog, giving a small bonus to accuracy and a small bonus fire damage, or it might use a Rare Dust of Lauma (those, of course, won't be the actual names) and get a more substantial bonus to accuracy and give the wearer some bonus to evasion as it blurs the wielder's image. Mages can use certain spells, of course, to infuse these as well but craftsmen need only knowledge of the basic recipe to achieve the same effect. One might even, without any magical training, know a way to infuse specific spell-like abilities into items using rare recipes and dusts. It's a crafting system not unlike seen in Guild Wars or other MMOs, in essence, but this also gives more dynamics and more reasons why a mage might wish to conserve resources - that dust might fuel a spell in one battle, but it might also be the last piece need to help create a new dagger for the rogue that allows them to temporarily become invisible. This also will be used to explain why certain areas remained independent for so long or are so widely contested: they are the major sites of getting a certain dust that is plentiful enough to see regular use in the war machine. These also will be used in part to fuel alchemy, because hey why not make it so that the resource has a wide range of use. Of course, certain dusts are fairly common - like silver dust, gold dust - and aren't that difficult to find, especially for higher level players, but this can be something that forces players to cooperate on resource use as hoarding individual supplies might prevent the party as a whole from accessing powerful, rare spells, enchantments, or potions.
I'll keep toying with the idea, but I think I want to make these dusts the focal point of the setting as they've become widely useful and interesting.
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panicberry
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Post by panicberry on May 25, 2016 5:09:48 GMT
Just gonna say, deciding on that system suddenly made the lore of Continent C (and, to a lesser extent, that odd swamp in A) so much fucking easier to parse and contextualise. I do love when decisions made randomly actually help deal with decisions made elsewhere.
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Wikkiwallana
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Post by Wikkiwallana on May 26, 2016 1:30:47 GMT
Just gonna say, deciding on that system suddenly made the lore of Continent C (and, to a lesser extent, that odd swamp in A) so much fucking easier to parse and contextualise. I do love when decisions made randomly actually help deal with decisions made elsewhere. Things coming together are awesome.
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panicberry
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Post by panicberry on Jun 2, 2016 14:58:08 GMT
So I'm working around 14 hour shifts for the next few days, but I've almost finished the upcoming section about kings and shit. We'll actually have names for everything!
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Post by panicberry on Jun 4, 2016 3:00:13 GMT
Next post probably coming tomorrow? Anyway, here's a map.
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Post by Wikkiwallana on Jun 7, 2016 17:16:50 GMT
Sorry for not having said anything in a while, but ever since you mentioned making centaurs a core race, I've been drooling over the idea of making a centaur archer that uses Mongolian archery techniques.
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panicberry
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Post by panicberry on Jun 7, 2016 18:09:45 GMT
Sorry for not having said anything in a while, but ever since you mentioned making centaurs a core race, I've been drooling over the idea of making a centaur archer that uses Mongolian archery techniques. I've been looking to see if there's any homebrew out there for centaurs to figure out how to balance them, given that they (along with Minotaurs) are more or less required to be large and have some natural AC, but that's still a work in progress.
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panicberry
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Post by panicberry on Jun 8, 2016 4:15:29 GMT
GODDAMMIT THE INTERNET JUST ATE MY POST
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panicberry
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Post by panicberry on Jun 8, 2016 19:33:49 GMT
Okay, I'm out to get my hair cut so that I slightly less resemble a 90s heartthrob, and then I'll write my post on Verlucia. I made some more thematic choices that involve yet another person lying about divine heritage, because why not?
When we last left off with Verlucia, it was claimed by Rosemund Abury as personal demense, under the protection of the old Centaur Kingdom. For various reasons, I think that will be an old Pelion rather than a nation which was conquered or broke apart since then, as now Pelion has realistic claims to the entire nearby region (yay, random conflicts!) and maybe some tension. But let's begin with Rosemund Abury and her reign. The two major thoughts are that Rosemund more or less annexed an island of little importance that is now one of the major trading centers and that at some point she was married to a Pelioni nobleman. There needs to be an elegant solution to both, as I somewhat enjoy the idea that the only place where the Aburian dynasty held to power was one of the least important regions of the empire but more importantly I like to have coherent histories. So let's begin with the obvious question: who does Rosemund choose? This seems kind of trivial, because obviously she can only choose one noble among the centaurs which have incredibly few human nobles. Realistically, they wouldn't have any. How then does Rosemund square this circle? Well, the obvious answer is to look at the specific arrangement. She and a noble rule together, but the original post didn't say it had to be from what is now Pelion. Running full force with that, since she has to make them okay with the choice at some level, while not go bold? Rosemund's choice was a noble from the Haux! These semi-mythic, semi-divine groups (I'll call them quasi-nymphs for now, because they are taking some elements from nymphs but some elements from other fantasy groups as well, cause why not?) living in The Haux protested somehat, but Rosemund personally traveled with her retinue to The Haux and all of them converted to the Cult of Kelaineus, sacred among the Huaxi, and brought the cult to her followers in the Empire. This can be part of the Empire's destruction, as the cults of Aigikoros, Kelaineus, Lauma, Skathi, maybe a few for Ahto all begin popping up, largely because of the high status Rosemund turning from the four main gods - I actually think I'll just refer to it as the Faith of the Four or The Old Faith - and towards some of these more exotic and usually more chaotic-aligned gods. It's highly symbolic that the deposed Empress forced to foment revolutions while abroad is also the one introducing chaos as a revered figure into the empire. Rosemund's character just become far more interesting and vital. But let's go back to Verlucia, because I was supposed to give a post on Verlucia. Rosemund and her new husband, some semi-divine noble, obviously can't have a kid. Nor could she really have a kid with any noble from Pelion, as they aren't humans, but she was conniving and skilled and realised that the same propaganda used to bolster Swifrunne and Edric can also bolster her claims. So she arranged for an extravagant festival in Verlucia, with dignitaries from various non-Aburian realms, and arranged for the Hauxi to cast a fertility spell over the island - a major part of its transition from poor backwater to regional power. Her husband and her retainers claim that, following the festival and the spell, she became miraculously pregnant with a nymph's child, in actuality she merely had an affair, and she arranged for the child, a daughter, to receive magical training as a priestess of Kelaineus. Her daughter and her husband, along with various druids and hired sorcerers, cast spells across the isle to keep the verdant greenery, especially the now famous roses from the isle, and had her husband use his magical talents to create the magical grove in the Verlucian capital from which the rare dust used in illusions and enchantment spells is harvested. Almost no rulers, outside of those in The Haux and Haryana, are aware that exceptionally powerful leaders of the quasi-nymphs can explicitly create new sources of dust in this manner even though there is vague awareness that they are the source of most dust. I think some druids might. So what happens after Rosemund? First we have her daughter, who was a priestess before taking the throne, and now Verlucia is home to the major shrines to Lauma and Kelaineus, constructed under her reign. She needs a name, and I kind of want a floral motif in her line. I'll go obscure here and name her Sena, and as the Aburians are all rather vainglorious, they'll just be known as House Rosemund. Sena might get detailed later, probably not. Her son was Florian, because fuck you that's why, I will in fact use cliches when dealing with Verlucia. Beyond that, meh fuck it. {Stuff on cultural osmosis and how I think about levels of detail.}(If you're wondering why there are gaps, yes it is partly that I have gotten to it but it is also somewhat reflecting how real-world history functions generally, in that probably a random selection of Westerners who have taken some intro history classes but don't have a degree in history might be able to list off say ten people who were Roman Emperors - Caesar Augustus, Caligula, Diocletian, Constantine, Marcus Aurelius, Nero, Claudius, Trajan, and Hadrian probably would get mentioned with relative frequency even by people who don't have a lot of familiarity. But asking the same sample to list ten people who were rulers outside of the Roman Empire for the same time period, they'd probably fail. You might get some points from those who play CK II or Civ 5 or other knowledge through cultural osmosis, but likely even if they were allowed to name rulers from anywhere in the world excluding the Roman Empire from the period of Augustus until William the Conqueror, it would not go well. Personally, I'd be stretching and might name some questionably existing rulers or really obscure monarchs of Denmark that had weird titles - Sigurd Snake-in-the-Eye, Ragnar Lodbrok, and Ivar the Boneless probably would all get mentioned by me just as an example of how utterly random my list would be. But on topic, if you then said to list ten rulers from the High or Late Middle Ages - any time from the Normans to the Fall of Constantinople, essentially - I think an average group actually would be fairly successful. Richard Lionheart and John Lackland people are usually familiar with, Emperor Barbarossa and Saladin might get mentioned, a few people will (like me) randomly know the entire list of kings from some nation, but overall a period of half the time the average group probably could name about as many for that period as they could Roman rulers or rulers not in Rome before the Normans. Going forward, I actually think most people could list off ten from just 1750-1800. Between the Seven Year's War and bits of American history, there's a pretty good list to choose from that makes it not implausible that people could rattle off a pretty long list. And even further, if you asked a random American today that has even passing awareness of world events, they probably could list off at least ten people that are currently heads of state. If nothing else, they'd probably be able to list off Putin, Obama, maybe Jinping, maybe Ayatollah, Kim Jong-Un, maybe Merkel, maybe Cameron, maybe Assad, maybe Netanyahu, and even counting the maybes as only a third, that's still a good five leaders that don't require a great deal of world knowledge. So when doing worldbuilding, I tend to assume that there's one large empire that most of the world has a fair depth of knowledge about, a few random leaders from antiquity that people remember for whatever reason, and then a growing list of common knowledge characters as you get closer to the current period. So see a lot of, when detailing places that aren't major, just who the current and previous rulers were and maybe one notable ruler).(If you're wondering why there are gaps, yes it is partly that I have gotten to it but it is also somewhat reflecting how real-world history functions generally, in that probably a random selection of Westerners who have taken some intro history classes but don't have a degree in history might be able to list off say ten people who were Roman Emperors - Caesar Augustus, Caligula, Diocletian, Constantine, Marcus Aurelius, Nero, Claudius, Trajan, and Hadrian probably would get mentioned with relative frequency even by people who don't have a lot of familiarity. But asking the same sample to list ten people who were rulers outside of the Roman Empire for the same time period, they'd probably fail. You might get some points from those who play CK II or Civ 5 or other knowledge through cultural osmosis, but likely even if they were allowed to name rulers from anywhere in the world excluding the Roman Empire from the period of Augustus until William the Conqueror, it would not go well. Personally, I'd be stretching and might name some questionably existing rulers or really obscure monarchs of Denmark that had weird titles - Sigurd Snake-in-the-Eye, Ragnar Lodbrok, and Ivar the Boneless probably would all get mentioned by me just as an example of how utterly random my list would be. But on topic, if you then said to list ten rulers from the High or Late Middle Ages - any time from the Normans to the Fall of Constantinople, essentially - I think an average group actually would be fairly successful. Richard Lionheart and John Lackland people are usually familiar with, Emperor Barbarossa and Saladin might get mentioned, a few people will (like me) randomly know the entire list of kings from some nation, but overall a period of half the time the average group probably could name about as many for that period as they could Roman rulers or rulers not in Rome before the Normans. Going forward, I actually think most people could list off ten from just 1750-1800. Between the Seven Year's War and bits of American history, there's a pretty good list to choose from that makes it not implausible that people could rattle off a pretty long list. And even further, if you asked a random American today that has even passing awareness of world events, they probably could list off at least ten people that are currently heads of state. If nothing else, they'd probably be able to list off Putin, Obama, maybe Jinping, maybe Ayatollah, Kim Jong-Un, maybe Merkel, maybe Cameron, maybe Assad, maybe Netanyahu, and even counting the maybes as only a third, that's still a good five leaders that don't require a great deal of world knowledge. So when doing worldbuilding, I tend to assume that there's one large empire that most of the world has a fair depth of knowledge about, a few random leaders from antiquity that people remember for whatever reason, and then a growing list of common knowledge characters as you get closer to the current period. So see a lot of, when detailing places that aren't major, just who the current and previous rulers were and maybe one notable ruler). Verlucia today is in a unique position. They still remain one of the few regions with large sections worshiping Kelaineus and Lauma, as Aigikoros is more popular with the Foloi and the Pelion have some ceremonies but not that much organised deity-worship, while the Oecumene nations still largely follow the Faith of the Four. But rich trade, in large part fueled by their monopoly on several rare dusts, and the beauty of their island make it a common destination. They are fierce rivals of Covisbury, as the two fight for position as the major trading site (The Mogiae generally only get traders going to or from Khasut and occasionally Haryana) for overseas trade, but otherwise have great relations with other states. The ruling house, which is still House Rosemund, is largely removed from the rest of the society and spend most of their time tending the royal gardens or meeting suitors. They nonetheless remain deeply popular among their people. Since they are known for compulsion spells and illusions, the extent to which they are truly popular remains disputed, and some travelers to Verlucia - including almost all foreign dignitaries - take to wearing wards against compulsions. The King of Foloi, in particular, was known to have specially crafted barding made with a lead lining specifically for use when negotiating with the Verlucians. The royal house tends to wear brilliant greens and golds with vibrant embellishments, meant to resemble their famed gardens, and is currently led by Florian Rosemund III. The population itself is known for rather opulent dressing, one of the few regions where ornamentation is commonplace. Almost all the inhabitants revere Lauma and Kelaineus, though the structure of these churches tends to lead to a multiplicity of cult practices and rival interpretations. Chaos is good for business, but bad for institutions. In game, Verlucia is good spot to send the players at higher levels. Most quests will be constrained to court intrigue, as generally Verlucia is a peaceful empire, but perhaps the players might be sent to destroy a shipment bound for Covisbury in exchange for rare dust, or are sent by Mother Holle's priestesses to work against the wide range of cults on the island. House Rosemund can be potential antagonists, running fully with the idea that they have magically enthralled the populace and keep them pacified with the cult festivals, opulence and gardens, and a bit of magic, or perhaps they are fully benevolent rulers who use their powers to assist the population. They are, by default, more chaotic than lawful owing to their historical ties to Kelaineus, which means there should be ample opportunity for adventurers with little regard for traditions of chivalry and honour to make great wealth - or great allies - by working with the Rosemunds.
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panicberry
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Post by panicberry on Jun 20, 2016 18:08:44 GMT
So I hit a bit of a wall but figured it out. I realised, shortly after describing the Old Empire and Verlucia, that a standard time setting doesn't really make sense. So let's write on that.
I'd like to preemptively apologise for the number of builds that are going to be completely destroyed by this post. Sorry.
It doesn't really make sense to set this setting in a mid or late Medieval period. At least, not in the sense of how society works. Because first off there's still massive portions of the major continents that are basically unclaimed and no one wants to claim them. There aren't knights in the vast majority of the nations, partially because horse-mounted anything doesn't really make sense outside of the Aburian basin (like, definitely wouldn't see use in Dasia because they are centaurs). I don't see this being quite yet the era of halberds or plate, because largely this period still has to cater to centaur and minotaur needs. Which gives me the idea that basically everything is still stuck in Dark Age technology even though they are politically starting to unify. In large part, why bother with upgrading equipment of regular infantry if even the best mundane equipment doesn't match the utility of a minor mage? And because of that, if there are still limited resources, why not divert attention around empowering your mages and mitigating other mages? So instead of heavy plate armour, there's a lot of plate that might have some lead woven into or lined (note: I have no idea how metalworking actually functions, so can someone who does explain how you would go about efficiently getting lead into armour without either making it too bulky for functionality or without making it too easy to break or do we just wave a wand and yell "magic" to explain it). And chainmail doesn't start losing popularity until crossbows but again crossbows don't make sense in the setting. Crossbows are too advanced for the setting. So let's begin with saying that probably just really basic weapons (so, no spiked chains, halberds, or other uncommon weapons).
Along those lines, it makes sense that people would congregate in a few major cities that have resident mages to keep food and water from being concerns, but otherwise the world is a large number of tribes (mostly nomadic) with little advancement. This isn't an era of roads and trade lanes being standard, this is an era where kingdoms are either self-sufficient or struggling. Only a few relatively prosperous areas - like Verlucia, Covisbury, the Mogiae - can really afford to field convoys and guards for major merchants. Adventurers are common because everyone needs them still. Standing armies still remain rare and most places have to rely on a baron or count providing protection, with the richer counts or dukes having their own mages to defend the realm. The "cities" are small and crowded, the villages sparse but more common, and outside of the manors there's really no protection. It's a place where a wandering adventuring party would be able to make a living through contracts or maybe just through raids.
And what keeps them in this stasis is the preponderance of magic. Casters can create water, food, can summon defences, they can probably create production techniques far better than those existing even by the Renaissance. So what really is being set is to change the status of the society by changing the availability of dust. Valcand has little dust, so it had to rely on more traditional methods. Verlucia has way too much dust, so they are still running around with basic weapons and armour outdated by the time a good bow was standard. It also gives a way for the DM to control balance a bit more, by either adding more dust and cutting out some mundane technology or by cutting away dust and adding in mundane technology (this, for the record, is another thing I'm more or less stealing from Dominions 4 because that game is great). That also allows some versatility for DMs in determining what the plot revolves around. Want a grim, cynical, end-of-the world game where players have to struggle for resources and even the greatest mages are powerless to stop threats? Make dust rare. Want a high-fantasy adventure where most people are doing well? Make dust abundant. Rather than typical approach where the level of magic is pretty static, this gives some method of letting the DM and players work out how powerful magic can be (the same goes with mixing up how fatigue works). I think the setting itself has to revolve around the idea of these dusts as the greatest concern for not just players but for rulers and would-be conquerors. There's an easy resource to fight with the antagonists over without forcing players to go on quests for obscure artifacts.
With all of that, I think now I can visit Aegea and Valcand as two nations occupying vastly different ends of the spectrum on "How much dust is there?" and "How advanced is the military?" and along with those questions the greater underlying philosophy of the world.
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Wikkiwallana
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Post by Wikkiwallana on Jun 21, 2016 1:54:32 GMT
Along those lines, it makes sense that people would congregate in a few major cities that have resident mages to keep food and water from being concerns, but otherwise the world is a large number of tribes (mostly nomadic) with little advancement. This isn't an era of roads and trade lanes being standard, this is an era where kingdoms are either self-sufficient or struggling. It should be noted that until you get to Hero's Feast, which I believe is 6th level and only feeds like one or two dozen people, magically produced food is supremely bland. Like iron rations, or even unflavored gruel if you use that magic spoon. So you'll either need to houserule up a method of producing more palatable fare, or a reason why people are willing to put up with a lifetime of cardboard and tepid water. Seems like merchants would do what they did in the real world, forming caravans and pooling their money to hire guards. Which would be a fine job for any adventurer looking for a change of scenery, or whose DM needed them to get from one kingdom to another without busting out teleportation.
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panicberry
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Post by panicberry on Jun 21, 2016 2:40:37 GMT
Along those lines, it makes sense that people would congregate in a few major cities that have resident mages to keep food and water from being concerns, but otherwise the world is a large number of tribes (mostly nomadic) with little advancement. This isn't an era of roads and trade lanes being standard, this is an era where kingdoms are either self-sufficient or struggling. It should be noted that until you get to Hero's Feast, which I believe is 6th level and only feeds like one or two dozen people, magically produced food is supremely bland. Like iron rations, or even unflavored gruel if you use that magic spoon. So you'll either need to houserule up a method of producing more palatable fare, or a reason why people are willing to put up with a lifetime of cardboard and tepid water. I think it'd be a more general idea that, since you no longer have to grow rice and grains you can use those to grow more appealing food and you can easily feed the gruel to livestock. I think that can answer (partially) why burnt offerings could be so common, because any magically produced food either needs some spices / seasonings added or is given right to the cattle. So I think the basic idea is that you bring your burnt offering to your priest, the priest in return will give a certain amount of rations. In 5e, it's 45 pounds of food per cast which can probably feed a nice herd. Which... ooooh! I know how to justify feudalism and the power of the priesthood! So clerics of a certain level can make the food. Meat is normally a luxury anyway and difficult to maintain, so the priest class - owing to the traditions of Vindonnus and Damara as the founders of hunting and animal husbandry, along with the burnt offerings of Svarog - maintains the flocks. Cattle, pigs, maybe some sheep or chicken. There are some monks or apprentice clerics and such that help watch the flock, the priests create the food each day for the herd, and then part of the herd is given as burnt offerings while the rest goes to the peasants. Agriculture, rather than having to divert a large portion to creating feed for the livestock, can put all focus on food and some cash crops. Particularly large cities, which host an array of clerics capable of making food, can put more and more attention on spices or seasoning as there's an excess of food. In kingdoms, since protection of the clerics are vital, the general trend is that any village large or important enough to have a dedicated cleric that has their own sacred herd also will be given a baron or count to ensure protection. The clerics also know that payment, in better forms than they could extort, come from the feudal taxes. And of course, should the barons and clerics ever be challenged by peasants, that means the peasants have to find a way to create their own herds while maintaining the other agricultural standards.
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panicberry
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Post by panicberry on Jun 21, 2016 2:41:25 GMT
Seems like merchants would do what they did in the real world, forming caravans and pooling their money to hire guards. Which would be a fine job for any adventurer looking for a change of scenery, or whose DM needed them to get from one kingdom to another without busting out teleportation. Yes, that is intended, but that's still going to be relatively rare.
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panicberry
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Post by panicberry on Jun 29, 2016 23:44:37 GMT
I won't be making a full post, because it's really not worthy of one, but obligatory SJW feminist warning, I've already made two nations explicitly matriarchies, probably four others will have female rulers, and the only church that has roles blocked out for women will be the Sons of Svarog, the military arm of the Church of Svarog (women will have some other role, probably magic-based). FEAR ME, MRAs!
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panicberry
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Post by panicberry on Jun 30, 2016 0:28:03 GMT
I won't be making a full post, because it's really not worthy of one, but obligatory SJW feminist warning, I've already made two nations explicitly matriarchies, probably four others will have female rulers, and the only church that has roles blocked out for women will be the Sons of Svarog, the military arm of the Church of Svarog (women will have some other role, probably magic-based). FEAR ME, MRAs! And yeah, just for like disclosure and shit, my general approach in this world-building towards characters that need to exist and don't have a specific justification for being male/female/something else, I pretty much just flip a coin. So the "probably" four depends highly on a combination of if I have strange results or not and how many places I decide I want a female currently on the throne for reasons. But I was recently reminded of this random issue because of GoT, and yeah. Also just spoiler: I'm pretty sure that Kelaineus and Aigikorous, which I originally thought would be brothers, might instead be lovers. Because this is a fantasy world and my fantasy involves copious homosexuality.
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Wikkiwallana
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Post by Wikkiwallana on Jun 30, 2016 1:22:26 GMT
my fantasy involves copious homosexuality. We kinda already knew that.
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Post by panicberry on Jul 12, 2016 0:58:19 GMT
This is a thing that still exists. AEGEA AND VALCAND, AWAY
In the Magic-Mundane spectrum of RPGs, Aegea and Valcand represent the opposites. Aegea is a realm of mystics, sorcerers, and fortune-tellers all plying their trades openly and in every city. Valcand is a realm of warriors, knights, and guards all ensuring that magic is rare and tightly controlled. Aegea fights off invasions via massed fireballs and conjurings from simple forts. Valcand has advanced earthenworks and citadels that stop any serious attempt at conquest. Aegea will, in dire times, simply resort to clerical food, Valcand to a carefully planned tunnel system. These approaches go to the heart of an underlying question: why do by technology what could be done by magic? The answer for Valcand is a mix: magic isn't trusted, magic isn't easy to master, and magic requires more resources. And, with some other changes made, there's the even greater thought that technology does not necessarily create a new institution. Magic requires mages which seems like a minor, and rather obvious, note to make but actually has a massive implication. Mages would become another institution to balance and for realms that rely heavily on the clergy for their food, like Aegea or Merringland, the clergy become a major impediment. A ruler can only do so much if the supply of expensive food for his feasts comes from the Clergy's herds, or is simply the clerics casting Heroes' Feasts in particularly wealthy and prominent realms, and if a major source of food for the peasants relies on that as well. Adding in any entirely new institution to manage, like the Mages, means that rulers have to occupy themselves with managing nobles, clerics, burghers, and wizards all as entities with competing goals (after all, dust comes from the wild, so wide grazing lands or large cities both curtail dust growth). For Valcand's rulers, the simpler solution is to empower a specific rival institution, namely the universities and scholars, and hope that they can advance technology enough to compensate for cutting out wizards, priests, and nobles from the basic equation. Aegea chose instead to rely on clerics and wizards and merge the latter with nobility.
For more administrative purposes, this means that Valcand has almost no nobility. They don't really hold enough territories and areas to defend to justify having large noble practices. There's simply not enough territory for them to hold for a significant practice of feudalism to take hold. Even more importantly, the major reason for the nobility is the protection of manors and when you are an isolated nation with land that isn't greatly arable, with only a few passes that need a great defence, why bother creating a system that might harm you? Valcand looked at their situation and determined that it's much more functional to create a forts in mountain passes and encourage citizens to study architecture and engineering and mechanics all to make those passes more successful at defending, while having others look at methods of production that simplify agricultural infrastructure. For them, universities are a dangerous institution from perspectives of ideas they would prefer not to be discussed but less dangerous than say, a large number of magically-empowered clerics that can destroy large armies including their own should they be angered.
Aegea, conversely, considers their position, a lone kingdom on an otherwise inhospitable continent, beset regularly by beasts and mythical creatures, and decides that having these powerful institutions is a necessary guard against their enemies. Further, unlike Valcand's lack of dust, Aegea has access to plenty of dust. So they can have large numbers of mages safe in the knowledge that those who become too powerful can always be sent off on a mission to fight some powerful monster and likely won't survive or will clear a different threat. Valcand adapted by eliminating rival institutions, Aegea adapted by making the institutions compete for power amongst themselves without harming the overall state. They have mystics that compete with the sorcerers that compete with the warlocks for the king's favour.
For players, this should help determine where people are from. Valcand won't have many mages and most of their mages will specialise in some kind of abjuration. They will be skilled at strengthening warriors and strengthening defences but not at combat by themselves. They also won't have many nobles. But a mercenary or a nonmounted warrior probably will come from there, as will more skilled smiths that can craft complicated armour and weapons. Meanwhile, sorcerers probably come from the realm of Aegea where they aren't frowned upon.
For DMs, consider these as two poles on the spectrum of where to start the campaign. Aegea offers a more high fantasy campaign, fighting monsters and semi-intelligent creatures, while having access to a wide array of magic tools. Valcand offers a low fantasy campaign of being hired guards for caravans or fighting simple bandits, while magic remains rare. Likely the best option is somewhere in the middle, but the more undefined sections of the world can be filled in and adapted to make either more thematically dominant.
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Wikkiwallana
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Post by Wikkiwallana on Jul 12, 2016 23:46:27 GMT
So, what you're saying is I could get myself a big sack of dust in Aegea, teleport into Valcand, and rule with an iron fist?
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panicberry
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Post by panicberry on Jul 13, 2016 0:50:11 GMT
So, what you're saying is I could get myself a big sack of dust in Aegea, teleport into Valcand, and rule with an iron fist? Well you certainly could try, but if you think Valcand hasn't already dealt with one hundred equally minded mages, um no. Basically every capital that is advanced enough to be worth conquering will also be advanced enough to know how to make that plan infeasible - most of them by employing weirdstones (250,000 gold is a barrier to an average player, and average ruler however can afford the cost) to prevent teleporting into the city directly, or the less prosperous ones by building cities directly on areas where magic energy is too concentrated to teleport (Valcand, incidentally, did both in varying forms. The capital has a weirdstone, while the major forts are purposefully built in places and in such a manner as to stop would-be teleporting conquerors). Similarly, every major deity that has a central holy site, whether a cathedral, mountain, forest, what have you, has a High Priest capable of casting Forbiddance on the area. There's also the issue that even with a large sack of dust from Aegea, you still would be dealing with an entire nation and their army and eventually you'll be too fatigued to cast spells, at which point you are a squishy wizard surrounded by people with advanced weapons. That ends poorly.
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