Zovc
2009-10-30, 11:11 PM
On the continent I'm currently working on for my campaign, there are Dwarves, Gnomes, Halflings, and Humans.
I'm currently developing early-age civilizations--this is the most advanced continent, and the one players will first experience. The races have 'resolved' conflicts between themselves and become a nation that spans the entire continent. The basic infrastructure has each race having it's fourth of the land. Each race has it's own effective country, but is supervised by the other races. The capital of each country (probably in the middle of the land or against the coast opposite of the borders) has a ruler of its dominant race, and has a council of three (one of each other race). The council advises the ruler of how their races feel about situations in the country, and also is are supposed to point out tensions between their races and the dominant one. In smaller cities, at least one advisor from another race is required. Most large cities have a full council, but almost all have at least two members.
These are not necessarily the races you're accustomed to, as far as 3.5 SRD stats are concerned.
Dwarves are master craftsmen. They are stalwart, and capable fighters, and tend to be faithful, particularly to the god of Crafting, Earth, and Metal. Dwarves tend toward traditions and laws. Dwarves do well economically when their craftsmanship is in demand.
Gnomes tend to be incredibly savvy with magic. They are well known for their talents with magic, and are sometimes extremely pious and equally often godless. Gnomes tend to be rather... unhinged, and tend towards chaotic alignments--they usually push political change. Gnomes economic strength mostly relies on magical trinkets, although they are often introducing technological advances, as well.
Halflings make great spies and soldiers. Many of them have little loose morals. Halflings are able to take others things and run with it in many ways. Halflings make money from farming and military efforts, but also pass information around secretively. Humans and Gnomes like halflings a lot more than Dwarves do. The only thing Dwarves like about Halflings is their skill on the battlefield, and even then, they often don't approve of the dirty tactics. Halflings' economy booms most when there is strife of any sort.
Humans are particularly keen traders, and do well in nearly any profession, but don't actually excel anywhere. Humans tend to maintain good relations with other races because they are able to supply changing demands well.
On this continent, technologies are just starting to "spread." In other words, you'll not find many magic items outside of the Gnome owned, Dwarven supervised city of Snibblesmiff, as the facilitations (knowledge in particular) for making them aren't anywhere else. Trades are done at particular locations, because you won't find it in another place, if that makes sense.
What are some neat city ideas? What sort of conflicts do you think would crop up between the races that could interest players? What should regions outside of the governments' reach look like? Should there be mixed races in those locations, or would rebels prefer the races stay apart? What about half-races? Should they be prominent yet? Should they exist at all?
I'm currently developing early-age civilizations--this is the most advanced continent, and the one players will first experience. The races have 'resolved' conflicts between themselves and become a nation that spans the entire continent. The basic infrastructure has each race having it's fourth of the land. Each race has it's own effective country, but is supervised by the other races. The capital of each country (probably in the middle of the land or against the coast opposite of the borders) has a ruler of its dominant race, and has a council of three (one of each other race). The council advises the ruler of how their races feel about situations in the country, and also is are supposed to point out tensions between their races and the dominant one. In smaller cities, at least one advisor from another race is required. Most large cities have a full council, but almost all have at least two members.
These are not necessarily the races you're accustomed to, as far as 3.5 SRD stats are concerned.
Dwarves are master craftsmen. They are stalwart, and capable fighters, and tend to be faithful, particularly to the god of Crafting, Earth, and Metal. Dwarves tend toward traditions and laws. Dwarves do well economically when their craftsmanship is in demand.
Gnomes tend to be incredibly savvy with magic. They are well known for their talents with magic, and are sometimes extremely pious and equally often godless. Gnomes tend to be rather... unhinged, and tend towards chaotic alignments--they usually push political change. Gnomes economic strength mostly relies on magical trinkets, although they are often introducing technological advances, as well.
Halflings make great spies and soldiers. Many of them have little loose morals. Halflings are able to take others things and run with it in many ways. Halflings make money from farming and military efforts, but also pass information around secretively. Humans and Gnomes like halflings a lot more than Dwarves do. The only thing Dwarves like about Halflings is their skill on the battlefield, and even then, they often don't approve of the dirty tactics. Halflings' economy booms most when there is strife of any sort.
Humans are particularly keen traders, and do well in nearly any profession, but don't actually excel anywhere. Humans tend to maintain good relations with other races because they are able to supply changing demands well.
On this continent, technologies are just starting to "spread." In other words, you'll not find many magic items outside of the Gnome owned, Dwarven supervised city of Snibblesmiff, as the facilitations (knowledge in particular) for making them aren't anywhere else. Trades are done at particular locations, because you won't find it in another place, if that makes sense.
What are some neat city ideas? What sort of conflicts do you think would crop up between the races that could interest players? What should regions outside of the governments' reach look like? Should there be mixed races in those locations, or would rebels prefer the races stay apart? What about half-races? Should they be prominent yet? Should they exist at all?