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amanodel
2005-07-31, 10:40 AM
you can find the races here http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1122553750

The world is a low-technique moderately low-magic world based in the falling of Seaton, a roman-like empire. The regions here presented are the possible origins of characters and possible places of adventure.

amanodel
2005-07-31, 10:40 AM
The provinces more-or-less or namely under the control of Seaton

Seaton Province

Geography:
Ideal setting for a growing civilization, the temperature and soil are perfect for aggriculture.Forests, grassland and hills make up the province.

Social:
Seaton has a Roman-like culture. The ruler is VII George the Willing (LN human aristocrat lvl 13). Slavery is legal and they use slaves in production (fields and mines) or as gladiators. Seaton's gladiator arena, the Circle of Noble Death, is prized by the Setonians and feared by any other.
The capital is Seaton (100.000)

An usual Setonian Legion consist of one Marshall (lvl 10 Ftr), one advisor (lvl 8 aristocrat), 5-6 Commanders (lvl 7-8 Ftr), the legion (50-60 Ftr lvl 5) and 3-4 scouts (lvl 4)
In the legion are often hobgoblin, garf, dwarf or bugbear soldiers. The first 100% hobgoblin legion is under the direct control of the Emperor.

Population:
70% free (35% human, 30% gnome, 5% other), 30% slaves(any race and crossbreeds) to a total of 750.000

Feats:
Combat Expertise, Negotiator, Cosmopolitan, Education.

Language:
Seton.

Deepinborough

Geography:
The most of Deepinborogh is covered with forests, but around cities and villages there is an aggricultural territory enough large to feed the population.

Social:
When the Feherlooh tribes crushed Seaton the local rebel chieftain David the Wolf (CG human Rgr lvl 11) managed to drive off the Empire's forces. Unfortunately to them the Empire stabilized itself too fast and they regained some control of the province. Now Deepinborogh has two leaders: The rebel David the Wolf, and Albert the Invisible (LN human Aristocrat lvl 10) who is the Empires hand in this province. Most of the population is on the rebel side. By the locals Deepinborogh is called "the Swyllths". They lost some of their national identity under the Setonian rulership, but they are still proud of their welsh-like traditions. Their biggest occupied city is Aederllynn (40.000), while the Setonian government's center is Eagle's Point (Twylthssyrn in Swyllth) (35.000).

An usual Swyllth skirmish party consist of one pack leader (lvl 7 ranger), one bard (lvl 6) and around ten fighters (lvl 4-5), sometimes an arcane spellcaster accompanies them.

Population:
41% human, 29% gnome, 22% goblin, 4% orcs and 4% crossbreeds (mainly elves and hobgoblins)

Feats:
Forester, Stealthy, Lightning Reflexes, Track.

Language:
Seton (Swyllth accent).

The Hard Coast

Geography:
The Hard Coast consist territories between the northern mountain (the Lardens) and the Great Sea. Only around one mile from the shore is ideal for aggricultural progress, the rest of the province is high, rocky mountains with very limited use of aggriculture. The locals herd sheep and ram. The temperature is moderate during summers and chilling to the bone during winters.

Social:
The people of the Hard Coast live under the loose local authorities of the clans. Each clan helds a territory of 1-4 small cities and 5-20 tiny villages. They are only able to unite when a great danger threatens, but it not always succeds. Nowadays they live in somewhat independence thank to the recent fall of the Seatonian Empire and the help of Valynzearum.
A very characteristic cuklture dwells here with men wearing clan-coloured skirts. They are known to be fierce and arrogant. In war times they paint their faces yellow and red, just like their Brennwan ancestors.

Population:
Around 37% gnomes, 28% humans, 24% orcs with 11% crossbreeds (dwarves, elves and garves). The total population is around 100.000 inhabitants.

Feats:
Iron Will, Toughness, Bullheaded, Milita (Greatsword, Longbow).

Language:
Seton, Brennwanian.

The High Plains

Geography:
The kingdom is located in the middle of the main continent. It has a nice climate, and good soil, which makes a fertile ground for aggriculture. The Black Mountain in the West provides some great iron mines.

Social:
The first feudalistic kingdom, it has the strenght of the good food and industrial production. The King is Ritchmond the Dragon (LG Human Ftr lvl 16) is now 53 years old and is renowned for his great battle deeds, including the defeat of the Feherlooh horde. He grants the noblest warriors of his army the services of 1-6 villages. Every landlord must build a catle of stone. The king redides in his mighty stone castle near the city of Keeningford. The majority of the popultion are peasants (lvl 2-3 commoner), with a relatively big number of warriors (lvl 5 warrior). The Landlord and their immediate surrounding are known as knights (lvl 7-9 Ftr). They have the ethic codes of a medieval european feudalist kingdom.

An usual Highplainer military unit consist of one knight (lvl 8), 4-6 mounted warriors (lvl 6), 6-8 ground warriors (lvl 5) and 6 pages (lvl 2-3) armed with longbows.

Population:
61% human, 21% gnome, 9% orc, 7% goblin with 2% crossbreeds (of any kind). The strict social bulding don't allows crossbreeding for commoners. The total population is around 350.000 inhabitants.

Feats:
Strong Soul, Saddleback, Athletic, Animal Affinity.

Language:
Seton.

Westshore

Geography:
Westshore is located at the western shore of the former Empire. The farmlands are rich but fishing is very risky due to their Margran neighbours. The climate is temperate with very hot summers.

Social:
Before the Setonian invasion Westshore had its own Ahnswehlt-like culture. They assimilated into the Empire fully and now has traditions most likely to their archenemy High Plains. Feudalism is froming, the knights of the two countries often have bloody wars on some ages-old honour ramblings. They see drows as a minion from hell and torment and kill them as fast as possible, even the newborns. The king is William the Bloody (LN human fighter lvl 13)

A Westshore military unit consist of one knight (lvl 8), 3 mounted warriors (lvl 6), 6 ground warriors (lvl 5) and 6 pages (lvl 2-3) armed with longbows.

Population:
60% human, 22% goblin, 8% orc, 3% gnome and 7% crossbreeds (of any kind, except drow).

Feats:
Animal Affinity, Saddleback, Athletic, Thug.

Language:
Seton, Ahnswehlt.

Ciwelty

Geography:
Ciwelty stands on the South-East part of the continent and on the islands of the Innermost Sea. Farmlands are rare, except for the main continent. The cliomate is moderate thank to the Innermost Sea, but often great storms sweep through the land.

Social:
The kingdom of Ciwelty is led by a gnome, Valentinus the Snake (CN gnome rogue lvl 13). He earned his name for he prefers using spyies and assassins instead of fighting face-to-face. The Kingdom is in war with Kharaphutu over the control of the Innermost Sea. They also wage war on the High Plains.

An usual Ciweltian Enforcer Ship carries one coordinator (rogue lvl 8), one captain (fighter lvl 7), 20 fighters (lvl 4-5) and 10 enforcers (rogue lvl 4-5)

Population:
Around 32% humans, 28% gnomes, 21% goblins, 9% orcs and 10% crossbreeds. The total population is around 520.000 inhabitants, with 15% slaves.

Feats:
Investigator, Lightning Reflexes, Cosmopolitan, Mercantile Background.

Language:
Wellan (Ciwellan accent), Phutu, Seton.

Nuovella

Geography:
Nuovella lies in the deserty highlands and rich valleys of the south-western part of the continent. The farmlands are fertile in the walleys, the highland are good for sheep an cow herding.

Social:
The dominant races are human and goblins who moved here in ancient times when Kharaphutu conquered this land. The relatively high-numbered hobgoblins give the leader of the country, Sultan Al-Khapefu (LN hobgoblin fighter lvl 12). He wages war against the small tribes of the southern continent, for he want to unite them. He's in a hurry because if he dies there wont be any son who could finish his work. Despite beeing a sultanate this is not a totally arabic culture. Think of the Mor invasion of Spain. The capital is Marragoza (38.000)

An usual Nuovellan army consist one mehma (lvl 8), 10 janichars (lvl 6) and 40 warriors (lvl 3)

Population:
Around 46% humans, 38% goblins, 8% orcs, 8% hobgoblins and 3% others. The total population is around 165.000 inhabitants.

Feats:
Negotiator, Smooth Talk, Street Smart, Artist.

Language:
Wellan (Nuovellan accent), Phutu, Seton.

amanodel
2005-07-31, 10:43 AM
The renegade countries and wildlands.

Valynzearum

Geography:
Valynzearum is located at the rocky shore of the Seaside Mountains. It has some good farmlands, and the scattered shore with peninsulas and isles make an excellent place for sailing and fishing.

Social:
Valynzearum, known as the home of the gnomes, regained its freedom under the Feherlooh wars. The current ruler is Maelanus Caesar (LN gnome sorcerer lvl 13), whose father, Galeanus Caesar, is said to be behind the Feherlooh attack to Seaton. The capital, Valynzearia (85.000) is a big trading centre with good sea connections to nearly everywhere.

An usual Valynzear legion consist of one marshall (fighter lvl 8), one advisor (aristocrat lvl 8), 32 hoplitas (fighter lvl 5) and 4 scouts (rogue lvl 6).

Population:
Around 61% gnomes, 32% humans and 9% others (free or slaves). The total population is around 250.000 inhabitants.

Feats:
Persuasive, Negotiator, Deceitful, Deft Hands.

Language:
Valynzear, Setonian.

Kharaphutu

Geography:
The mighty kingdom of Kharaphutu is settled in the desert of Af'nar in a hill near the Huf'hea river. Alongside the river the land are fertile good harvest is granted by the annual flooding of the Huf'hea. Far oasises produce rare and delicious fruits. The Kham'nar Mountains to the north gives some good plots for mining, whili the eastern seashore is rich in fish.

Social:
As listed above, Kharaphutu is mainly a desert, but has every resource it needs. These resources are only need to be worked a lot very hardly with. Thats one thing the goblins dont like to do. Slaves are taking the majority of the work from the goblins. Half-goblins recieve a special treatment. Hobgoblins and bugbears with their brutal size and strenght are ideal to contral slaves or serve in the army, while drows often take the job of clerk and royal wizard. The pharaoh, Mani-Rhaebu (goblin LE ftr 5 / rog 6) controls everything. He has an elite bodyguard unit known as the Faithful. Every bugbear and hobgoblin in this unit is the pharaoh's son or brother. They dont want to take over the throne becouse they just cant leave a heir, and also they are cared for greatly and have a power of authority just under the pharaoh himself. Kharaphutu is at war with Ciwelty for the control of the Innermost Sea.

An usual Kharaphutu war unit consist of one warchief (fighter lvl 9), one war advisor (aristocrat lvl 8), 10 charioters (lvl 6) and 100 warfolk (fighter lvl 5) and 10 scouts (rogue lvl 6).

Population:
Around 65% goblins, 15% half-goblins and 20% others (slaves). The total population is around 380.000 inhabitants.

Feats:
Exotic Weapon Proficiency (Spiked Chain), Great Fortitude, Daylight Adaptation, Silver Palm.

Language:
Phutu.

Al'amunian Tribes

Geography:
On the Western part of the Southern continent live small tribes in the deserts and oasises. The desert is Called Al'amunia by the natives and Af'nar by the Kharaphutu.

Social:
Small tribes and sultanant live in oasises or wander through the desert wth their camels. All the women in the tribe belongs to the mehma's harem. They are fighting to resist the Nuovellan and Kharaphutu invasions.

An usual Al'amunian caravan consist one mehma (lvl 8), 10 camel raiders (lvl 6), 10 ground soldiers (lvl 3-4) and plus 50% noncombatants.

Population:
Around 53% goblins, 14% humans, 11% orcs, 6% gnomes and 10% crossbreeds. The total population is around 130.000 inhabitants.

Feats:
Siler Palm, Smooth Talk, Militia (Sabre, Shortbow), Endurance

Language:
Phutu, Wellan.

Brennwan Woods

Geography:
The mighty forest of brennwan woods take place between the Lardens and Brennwan River. The forest is deep and dark, nature is untamed.

Social:
Sheltering in small villages or tiny cities right next to the great wood. Brennwanians live in harmony with nature. Druids and rangers roam the woods, the town leaders are usually old rangers or druids. The Brennwanian wood is said to be the home of one of the worst sickness in the world: lycantrophy. By some great ancient magic animalfolk are nearly as common as a typical race. Brennwanians are usually friendly with them, not like their Upper-Brennwan neighbours, the Ahnswehlters. When war occurs the Brennwanians paint their faces ritually with yellow and red. Seaton once in history tried to conquer the Woods but it was a tragedy to the Empire. After that they never ever dared to step in the Woods. In the Empire Brennwanians are feared and connected to lycantrophy (someplace they call it Brennwan's Curse).

An usual Brennwanian town's defense stands up from one High Seer (druid lvl 8), one Captain (ranger lvl 7) and 12 fighters (ranger lvl 5).

Population:
Around 35% humans, 31% gnomes, 12% orcs, 6% goblins and 6% crossbreeds, with 10% animalfolk (mainly gnolls). The total population is around 170.000 inhabitants.

Feats:
Forester, Militia (Longsword, Longbow), Stealthy, Track.

Language:
Brennwanian.

Ahnswehlt

Geography:
Ahnswehlt is located around the upper flow of the Brennwan River. The forest is thinner, grasslands and empty highland are usual.

Social:
Not in the deeps of the forest as their Brennwanian neighbours, Ahnswehlters organized and built strong cities to live in. They try to keep themselves separated from the wild. Their communities are often led by fighters. The biggest cities often wage wars for ruling as much of Ahnswehlt as possible, or even extend their boundaries beyond their country. The biggest state is Aergongard led by Ulf Zwostadt (LN human fighter lvl 11)

An usual Ahnswehlt militia consist: one Overcaptain (lvl 8), four sergeants (lvl 6) and 4x20 soldiers (lvl 4).

Population:
Around 41% humans, 22% orcs, 19% goblins, 7% gnomes, 6% crossbreeds and 5% animalfolk (mainly gnolls). The total population is around 120.000 inhabitants.

Feats:
Milita (Shortsword, Longspear), Toughness, Athletic, Endurance.

Language:
Ahnswehlt.

Feherlooh Tribes

Geography:
The great northern steppes make home for various nomad tribes. The summer is warm, with fall, winter and spring chilling. Agriculture is unknown, they herd cows and other big mammals.

Social:
The wandering nomad tribes fight for their survival with other tribes, foreigners and the hard weather. Their great power comes only to light when a strong leader can unite the tribes. Each time that happens they are nearly unstoppable. Last time they were united under warchief Vazul Kahn of the Taaltosh tribe, and they crushed the Setonian Empire. They don't have cities or villages, the nomads live in small yurtas or huts.
Humans usually ride nearly wild horses wielding curved bows with a deadly effect, while orcseither become horseback archers or spearmen. Ground soldiers are few, since they couldn't keep up with the party.

An usual Feherlooh raiding party consist of 20-30 Mounted archers, and 10 mounted spearmen (lvl 6) with one leader of lvl 8.

Population:
45% human, 43% orc, 12% garf.

Feats:
Saddleback, Militia (Sabre, Composite Longbow), Horse Nomad, Survivor.

Language:
Feher.

Margranstorm

Geography:
Placed in the small glacier isles and the south of Oceanshire Mountains, agriculture is fairly impossible, and only some of the places even good for herding goats and rams. The temperature is a bit cold during summers and extremely freezing during winters. Usually snow covers the mountains.

Social:
The Margrans live in fortress-like cities with 2-3 agricultural villages attached to each city. The capital, Joengmar, stands in the main continent in a glacier valley, and it was carved out from the stone around a millenia ago. Margrans are patriarchal; the males rule, build and fight while the women stays at home, herd the goats and prepares lunch. Their culture is very Viking-like. Fighters with dragon-headed boats and greataxes raid the nearby and far away shores. There are legend that once Margrans even burned up Seaton. Orcs usually becomes fighters, and usually they have authority over others. The king Blad Gröstinghelm (N Orc Ftr/Brb lvl 2/14) has a moderate control over the cities and the organization. Gnomes are most likely techicians, they build boats and cities, but often become fighters too. Dwarves are excellent raiders and also capable of hard work.
Margaran commoners are also capable fighters, they tend to have NPC levels of warrior instead of commoner.

An usual Margran raiding boat consist of one Orc Raidchief (lvl 9), 3-4 elite Orc fighters (lvl 7) and around 20 Orc or Dwarf raiders (lvl 5) There are one or two gnomes usually as ship commanders.

Population:
78% orcs, 14% gnomes, 8% dwarves. The total population is around 180.000 inhabitants.
Orcs of Marganstorm have light grey skin with blonde or red hair, the gnomes have brown skin with grey or blonde hair. The Dwarves have dusk-brown skin with hair colours a mix of their parents. The Margran usually grow long beard after their become fully adult as a tradition.

Feats:
Stonecunning, Athletic, Toughness, Militia (Greataxe, War Hammer)

Language:
Margran.

Annarrkkii
2005-07-31, 11:39 AM
Looks cool, but there is one problem. It makes some sense, but somewhat ruins the feel of D+D, when thee entire party could probably not take on a single soldier. I would scvale down the levels of all the soldiers in the 'Typical Unit of Soldiers' bit, for all the nations. Besides, with a military that elite, who neeeds adventurers. According to such books as the outdated Enemies and Allies, the typical soldier is a level one or two warrior. This way, if your level one or two PCs get into trouble with the law, they won't b annihilated by two soldiers. Even the paiges are better than the 1st-level PCs, at this point...

amanodel
2005-08-02, 03:01 PM
Yes, i know it would be, but in this world you dont start from level 1, where even a missed arrow can kill you, but everybody starts from level 3. (3rd level represents the youth years spent under tutelage. at least i say so :) ) That way a 4-5th level guardsman is not so horrible.