Mikka
2011-09-19, 10:41 AM
So, hi there world-builders. I am really bad.. or at least.. really really really slow with names. So i was hoping i could get some ideas or inspiration from you guys for the name of the world i'm writing on here : )
Heres what i've done so far:
Map:
http://i.imm.io/9kFA.jpeg
Savonia
http://i.imm.io/9kBv.jpeg
Noble, Honorable and Piteous the Savony people are the height of human culture. Or at least, thats what the nobles and royal line of the country claim but the truth is the Savony are as cunning and calculating as any others if not more.
The kingdom is utterly feudal and controlled in an irongrip by the current king Guillaume IV. The vast majority of the population are barely more than slaves, serfs bound to their farmsteads and practically owned by the nobles that receive the fruit of their labour. A small part of the population are free folk. Craftsmen, artists, merchants and more who probably only exist because the nobility do need someone to provide them with the luxuries that mere serfs couldn't supply.
They would have people believe that their standing army consists only of their glorious knights, but the truth is that they are backed up by a vast number of common troops. Hunters and poachers of the kings decree act as scouts throughout the forests and as expert archer on the battlefield and while their massed ranks of unarmored infantry are less skilled their sheer numbers make up for it.
Grimståd
http://i.imm.io/9kBx.jpeg
The only human nation of XXX that retained its independence during the reign of YYY the Grimståd people, or the Grim as southerners call them do live up to their names. Fierce warriors nearly one and all, the Grim are a free people who are ruled by their Warchiefs and clanleaders through respect and ability rather than blood. They have ever been content to stay in their frozen north despite the fact that they are probably the only people with the capability and power to bring together the human nations to their former glory. Their martial prowess comes from an eternal struggle with the foulbloods coming down the mountains in the winter when food gets scarce and so every man and woman holds farmers tools, and fishing nets in the summer and swords, spears and axes in the bitter nights of winter. They are the only human nation where women and men stands as equals.
The Forestkith
http://i.imm.io/9kCx.jpeg
Unconcerned and indifferent to the warring politics of the mortal races the forestkin are still a major power to be reckoned with despite their seclusion. Anarchistic and not truely a nation the many different races of the wilds of the east and south consists of many elder races that perhaps once ruled the land long before the first humans arrived. Little is known of them save perhaps the common childrens rhyme that "No two kith are the same by far, and yet they are"
Their logic is something few can relate to and many still meet their makers in the hands or claws of the forestkith without ever knowing what they did to anger them and so, many thread warily if at all in the eldritch forests of the old ones. They are, unlike their name implies, not at all limited to the forests and are also found in lakes and rivers and on the Vaerran Steppes.
The Warring States
http://i.imm.io/9kEN.jpeg
Royce, Garran and Vestinia are named after three of the four heirs of the great XXX who after his death each forged their own territory out of the dying empire. In their lifetimes the once stable lands became a theatre of conflict between siblings with all too much power in their hands and only a few generations after their deaths not even their separate kingdoms could hold the test of time and the territories are now a chaotic group of independent citystates, villages, warlords territories and bandit lands that change as often as the wind. Only power rules the warring states, and like the Grim often say "Theres always a bigger beast"
Thingöll
http://i.imm.io/9kNC.jpeg
Inhabitated by the Austere and elder race of the High Folk Thingöll is a beautiful unmarred land. Due to their long lifetimes and their ascetic culture the High Folk do not pursue materials gains and thus the lands surrounding their efficient and hard cities are full of ancient trees and unbroken fields of wild growth, lush forests and rivers full of life that is more than enough to sustain the small population of the tall people. Then name Thingöll is said to mean Gateland in the High tongue but if there is a gate somewhere, even the guardians themselves have forgotten where it is.
High Folk Race
........................ High Folk
http://image.gamespotcdn.net/gamespot/images/2008/147/reviews/520538_20080527_embed002.jpg
Medium: As Medium creatures, High folk have no special bonuses or penalties due to their size.
Speed: High Folk base movement speed is 40 ft.
+2 Strength, +2 Constitution, +2 Dexterity, +2 Wisdom, +2 Charisma and another +2 to any single ability score.
Weapon Familiarity: High Folk may treat Crescent Axes and Mercurial Weapons as martial weapons, rather than exotic.
Grace: This ability grants a High One a +2 racial bonus to all Strength and Dexterity based checks. Furthermore, High Folk get an additional +2 AC bonus when using defensive fighting, total defence or combat expertise.
+2 racial bonus on Survival checks.
Automatic Languages: High Tongue
Favored Class: Fighter
Level Adjustment: +2
Crescent Axe
1d10 , 19-20/x3. Two-Handed, Tripping
Heres what i've done so far:
Map:
http://i.imm.io/9kFA.jpeg
Savonia
http://i.imm.io/9kBv.jpeg
Noble, Honorable and Piteous the Savony people are the height of human culture. Or at least, thats what the nobles and royal line of the country claim but the truth is the Savony are as cunning and calculating as any others if not more.
The kingdom is utterly feudal and controlled in an irongrip by the current king Guillaume IV. The vast majority of the population are barely more than slaves, serfs bound to their farmsteads and practically owned by the nobles that receive the fruit of their labour. A small part of the population are free folk. Craftsmen, artists, merchants and more who probably only exist because the nobility do need someone to provide them with the luxuries that mere serfs couldn't supply.
They would have people believe that their standing army consists only of their glorious knights, but the truth is that they are backed up by a vast number of common troops. Hunters and poachers of the kings decree act as scouts throughout the forests and as expert archer on the battlefield and while their massed ranks of unarmored infantry are less skilled their sheer numbers make up for it.
Grimståd
http://i.imm.io/9kBx.jpeg
The only human nation of XXX that retained its independence during the reign of YYY the Grimståd people, or the Grim as southerners call them do live up to their names. Fierce warriors nearly one and all, the Grim are a free people who are ruled by their Warchiefs and clanleaders through respect and ability rather than blood. They have ever been content to stay in their frozen north despite the fact that they are probably the only people with the capability and power to bring together the human nations to their former glory. Their martial prowess comes from an eternal struggle with the foulbloods coming down the mountains in the winter when food gets scarce and so every man and woman holds farmers tools, and fishing nets in the summer and swords, spears and axes in the bitter nights of winter. They are the only human nation where women and men stands as equals.
The Forestkith
http://i.imm.io/9kCx.jpeg
Unconcerned and indifferent to the warring politics of the mortal races the forestkin are still a major power to be reckoned with despite their seclusion. Anarchistic and not truely a nation the many different races of the wilds of the east and south consists of many elder races that perhaps once ruled the land long before the first humans arrived. Little is known of them save perhaps the common childrens rhyme that "No two kith are the same by far, and yet they are"
Their logic is something few can relate to and many still meet their makers in the hands or claws of the forestkith without ever knowing what they did to anger them and so, many thread warily if at all in the eldritch forests of the old ones. They are, unlike their name implies, not at all limited to the forests and are also found in lakes and rivers and on the Vaerran Steppes.
The Warring States
http://i.imm.io/9kEN.jpeg
Royce, Garran and Vestinia are named after three of the four heirs of the great XXX who after his death each forged their own territory out of the dying empire. In their lifetimes the once stable lands became a theatre of conflict between siblings with all too much power in their hands and only a few generations after their deaths not even their separate kingdoms could hold the test of time and the territories are now a chaotic group of independent citystates, villages, warlords territories and bandit lands that change as often as the wind. Only power rules the warring states, and like the Grim often say "Theres always a bigger beast"
Thingöll
http://i.imm.io/9kNC.jpeg
Inhabitated by the Austere and elder race of the High Folk Thingöll is a beautiful unmarred land. Due to their long lifetimes and their ascetic culture the High Folk do not pursue materials gains and thus the lands surrounding their efficient and hard cities are full of ancient trees and unbroken fields of wild growth, lush forests and rivers full of life that is more than enough to sustain the small population of the tall people. Then name Thingöll is said to mean Gateland in the High tongue but if there is a gate somewhere, even the guardians themselves have forgotten where it is.
High Folk Race
........................ High Folk
http://image.gamespotcdn.net/gamespot/images/2008/147/reviews/520538_20080527_embed002.jpg
Medium: As Medium creatures, High folk have no special bonuses or penalties due to their size.
Speed: High Folk base movement speed is 40 ft.
+2 Strength, +2 Constitution, +2 Dexterity, +2 Wisdom, +2 Charisma and another +2 to any single ability score.
Weapon Familiarity: High Folk may treat Crescent Axes and Mercurial Weapons as martial weapons, rather than exotic.
Grace: This ability grants a High One a +2 racial bonus to all Strength and Dexterity based checks. Furthermore, High Folk get an additional +2 AC bonus when using defensive fighting, total defence or combat expertise.
+2 racial bonus on Survival checks.
Automatic Languages: High Tongue
Favored Class: Fighter
Level Adjustment: +2
Crescent Axe
1d10 , 19-20/x3. Two-Handed, Tripping