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Tzi
2011-09-22, 01:48 PM
http://i1188.photobucket.com/albums/z419/Tselkenoodles/conquistador_by_madspeitersen-d2z6s5c.jpg


"The land has no lords, our Kings hold no claim, head across sea and stake your claim."
- Bardic performer saying, (Circa 1540, Royal History Archive of Klietzland)

"They came by mountains made of timber, mountains that crossed the sea. They were like Gods. They were wrathful beings striding dragons, with shining shells, wielding sticks that thunder."
- King Pawlenka of Texokon (1513)

[Picture Source] (http://madspeitersen.deviantart.com/art/Conquistador-180035328)

About the Setting:

The setting is a large and newly discovered continent across the sea from the more traditional nations and kingdoms more common to DnD settings. In the world I have made these old world lands consist of various continents (North and South Elon, Vinoria, Aseria) and then there is the newly discovered lands of Picoria. For the people of the known world, it is presents a grand opportunity. The oppressed and beleaguered see this new land across the sea as a great escape, the peasants see land not owned by aristocracy, treasure hunters see a land populated by natives and their treasures, and Kingdoms see a land of resources to fuel the rising economies.

The setting borrows heavily from history, and is set in a pre-modern, d20 fantasy era. The industrial revolution awaits, but is not quit ready for the world just yet. Enlightenment thinkers, Higher Alchemy sciences, and new forms and re-discovered schools of magic are all in the process of being made.

In this world the players find themselves mixed in with growing colonies, native villages and cities, exploring a vast continent of picturesque landscape and many native cultures. For players playing as a native, they find a land devastated by the disease brought by the new comers and wars unsuccessfully fought to drive them out. Their lands are being populated by peoples and places their ancestors never imagined existed.

For those players playing a colonist the lands are filled with vast ruins, treasures and resources for an enterprising adventurer, businessmen, explorer. Be you a conquistador, farmer, explorer, big game hunter, you and yours have found a land of milk and honey. For the colonist the land is a vast unknown, dotted with a few surviving natives and ruined cities and picturesque and untamed wilderness void of lords and kings.

Themes:

This sort of setting is both a points of light concept and "rising civilization," concept.

Across the continent there are colonists and natives, and the state those two are in is radically different. For the colonists, the future is bright, immigrants are finding the land of milk and honey, and for the most part finding a land less burdened by a meaningless aristocracy, mercantilism and early capitalism and even the first twinkling lights of the industrial revolution are emerging.

New governments, new ideas, and an era of enlightenment and progress is dawning for the colonists and even for the continents many of them left.

For the natives, the world is bleak, grim, and dark. Nearly 3/4ths of the native peoples have died of disease, from war, and famine and blight that has gripped their lands since the arrival of the these newcomers. Empires, once mighty and strong now are laid low, their cities ruined and their people reduced to barbarism. Whole nations have simply died out and vanished, lands have been lost and the future is uncertain and dim. For a native player this is very much a points of light game, with the lights getting dimmer as the days pass.

On top these themes is the development and growth of technology, the emergence of new political orders and the clash of two very different types of civilizations.

What is Picoria?

Picoria is the name for the new continent discovered by a brave, or some say lucky, sailor named Andoro Picori, who named the continent after himself after he charted its coastline. In in game timelines and calenders this event happens in the year 1503, and since his discovery the continent has been inundated with enterprising and sometimes desperate colonists from every corner of the old world continents

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Old World Powers (http://www.giantitp.com/forums/showpost.php?p=11920501&postcount=3)
Picoria (http://www.giantitp.com/forums/showpost.php?p=11920501&postcount=5)
Important People
History
Gods, Goddesses and Divine Magic
Arcane Magic
Cosmology
Weapons, Class Changes, Armor rules

Curious
2011-09-22, 02:21 PM
VERY VERY interested, bookmarking now. Renaissance era colonial fantasy, heck yeah! :smallcool:

Tzi
2011-09-22, 08:56 PM
The Old World Powers;
The whole world, and where Picoria fits in it.

Just where the hell is Picoria? Well, this new world does not exist in a vacuum of course. Its place in the world, and indeed its lore is tied very much to what goes on across the sea. It is a part of a larger world, and the old world must be known to play the new.

The World:
World Map (http://i1188.photobucket.com/albums/z419/Tselkenoodles/Eretz%20Terra/TerraNova.jpg)

The two most important continents to note is of course, Picoria, and Vinoria. With some mention of North Elonia. Vinoria and the continents it is attached to make up the old world. These continents have seen the age of the Elves, the fall of the Drow, they have seen many epochs of history. From the collapse of the ancient Elven empires to the first human city states and the dawn of the human race, the lands are crowded with Kingdoms, Caliphates, Warlords, Feudalism and the ways of the old lands.

In Vinoria there are some fairly prosperous kingdoms that have done much to effect the new found continent. Though feudalism, autocracy, famine, disease and other systemic social problems remain since the break up of old Empires two thousand years prior. Many of these problems drive many under their yoke to seek better fortunes across the sea. Hearing of a land waiting to be claimed, far away from desert hordes to the west, megalomaniac emperors, and incompetent kings. To some even, and ocean between them and their homes is an appealing idea, for others an economic necessity, and for others a lamentable fact as leaving the culture and towns your family has lived in for well over a thousand years is no small order.

Old World Powers :: the Vinorians:


The Kingdom Azoria:: One of the great sea powers in the world. Its galleons and clippers move nearly uncontested throughout the oceans of the world. Trading with far western powers for the riches of the far western lands. They sit on an large island just off the south eastern tip of Vinoria, North of the N. Elonia. From here they are able to block most Northern Vinorian nations from easily accessing trade routes to the west. Azoria has consistently warred with Sarnassus, though the two were once provinces of great ancient human and even Elven empires.

Kingdom of Uisdonia: Azorias second competitor for domination of the Seas, the Uisdonian navy constantly harasses the might of Azoria from their Island nation off the North Eastern coast. This land is a rocky, windswept, country known for its cold windy skies and high mountains.

United Kingdoms of Anglacia: South of the Isle of Uisdonia sits the might of the Anglanite peoples who hug the northern coastline of Vinoria. Long have these people and warred with their neighbors in Klietzland and Sarnassus.

The Kingdom of Sarnassus: On the mainland of Vinoria, dominating its eastern most edge sits Sarnassus, Azorias third competitor in the race for the new world. The Sarnassians and Azoria have warred for ages, the two have even fought wars lasting nearly a century in length. Sarnassus is a warm balmy country, similar to Azoria, the two are fairly similar but not enough so to allow the two to put aside their ancient revelries.

The Empire of Klietzland: Dominating a massive swath of the western interior of the continent from the inland Skjornic sea and beyond it and as far south as the Kiver river, the Klietzlandic empire represents a newer power in Vinoria. Once formed from many principalities and city states, duchies, counties and smaller Kingdom, the Empire was formed roughly two and a half centuries ago and has been a growing power on the continent.

*Note others exist but most have no big impact on Picoria or are unable to mount colonization attempts.

With this, you have somewhat of a grasp of the main old world power players in Picoria. Picoria is to the east of Vinoria, across the sea. Below Picoria is Penguana, an as of yet unknown land alleged to contain the last of Orc kind, and thus avoided by most other races so far.

Other Old World Powers :: North Elonia:
Also playing a somewhat minor role is the Sabylian Empire which occupies all of North Elonia and some of the area in far east Aseria. Much of the land is desert but their coastal position gives them a great deal of sea lane access and they have a (For now) monopoly on goods from North Elonia and even the Southern portion of the continent.

Tzi
2011-09-22, 09:56 PM
VERY VERY interested, bookmarking now. Renaissance era colonial fantasy, heck yeah! :smallcool:

Thank you for the interest, hopefully I can compile satisfactory maps and information on... and find the least messy way of posting it all.

Tzi
2011-09-26, 05:00 PM
Picoria

The map of Picoria (http://i1188.photobucket.com/albums/z419/Tselkenoodles/MapofPicoriaColonies-4.jpg), as it appears in the year 1690. This is a bit of a crude map and does not give the full scale or label all of the territory. Partly because there is a lot to cover, and second because many areas remain nameless. Either because they have not been charted properly or because the original inhabitants have died out and took their name for the land with them. Areas not labeled will have a description of where they fit on the map. Over this, and more posts I will cover most of the geography and general history of the continent.

The Western Colonies::
*The following still may have typos, soon to be corrected.

http://i1188.photobucket.com/albums/z419/Tselkenoodles/salem_by_radojavor-d31u6b0.png

Wyvilton, Chessex Colony, 1635. Autumn Procession to the Chapel:: [Picture Source] (http://radojavor.deviantart.com/art/Salem-184485996?q=)


The Western Colonies consist of the strip of land on the west coast of Picoria, of which most once belonged to the Nashua tribes people. Now the land is mostly dominated and populated by Vinorian colonists.

Sadiesland
Capital: Prejean Harbor
Population: 231,500 (95% Human, 4% Halfling, 1% Elven)
Government: Autocracy (Royally appointed Governor). Position held by Adrian Brittano (Lv 3 Expert, Human).
Religion: Holy Orthodox Church of Yah'El
Market: Mined Ore, Timber, Wool
Ruler: Sarnassus

Sadiesland is dominated by Sarnassians, and was founded in 1582 by Joseph Biehle of the larger Sarnassian Noble Houses of the same last name. The colony gets its name from the wife of Joseph Biehle, Sadie Azonovich who hailed from the Fulgarian Dutchies. The colony was a sort of wedding present to her and her family. The colony is centered largely around Prejean harbor on the coastline and makes use of lesser towns and villages to either mine or provide raw materials for export back to Sarnassus or to the other colonies.

In 1590 The Nashua of what is now Sadiesland are completely wiped out by a rapid spread of the blood pox disease among the population.

In 1601 the Biehle family lost direct control over the colony, with no male heir to take over, the eldest daughter was married to the Brittano family who immigrated to the colony. Since then those of the Brittano line have held power in Sadiesland.

By 1630 the colony experienced intermitten rebellions by Sarnassian peasants who resented the influx of Anglacians into the colony and the influence of Chessex on their affairs. Lious Brittano who was then governor made pacts with the Anglacians to defend the colony from Azorian warships. The local Sarnassians disliked the culture and custom of the Chessex people.

In appearances, most buildings are red brick with simple wooden roofing, some also appear as wood style plantations and manor houses.

Chessex
Capital: Lumswich
Population: 340,100 (99% Human, 1% Elven)
Government: Elected Theocracy. Executive: Priest Norman Griswald (lv 10 Human Cleric), Elected council of Church leaders
Religion: Fellowship of Yah'El (Only legal faith)
Market: Timber, Grain, Wool, Fishing.
Rule: Anglacia (Mostly Autonomous)

Chessex is among the first western colonies founded. It is established in 1538 by the Fellowship society of Yah'El, a then underground sect belonging to the legion of Yah'El worshiping cults in Vinoria and North Elonia. Founded by the Pyle, Grenwich, Johanson, and Van Tassel Family. The founding families establish Lumswich on the inner bay on the peninsula. There they founded the first of the Churches of the Fellowship. However Chessex harsh and rigid legalistic faith, regimented lifestyle and puritanical and zealous laws caused friction between the families and between the colonists and the native Nashua tribes. Chessex gains its name from a region in north west Anglacia.

In the Spring of 1539 war broke out between the fledgling Chessex colony and the Nashua of the area. Shaman priests of the north western tribes wished to regain power over all the Nashua. As a show of superior might they made war on Chessex to prove only they of the north could adequately rule all the Nashua bands. Violence and mistrust dominated the relationship between Chessex and the Natives. The people of Chessex sought converts, the Natives wished to push them out. The war did come, but the superiority of the fledgling colonies magic, weapons and the spread of many disease among the Nashua (Particularly the famed blood pox) led to a resounding defeat. The Nashue were forcibly expelled from all of Chessex colony and sent south.

By 1570 infighting took place between the more liberal Van Tassel family and the far more conservative Johanson family. Also the colonies population had tripled from just a handful of families and was set to be several thousand. The massive influx effected the colonies religious nature was deeply threatened by the addition of new people. The colony formerly recruited Anglacians from the old world to immigrate, but required conversion. However the devotion of the new colonists was questionable at best.

1574, Van Tassel and nearly 2/3rds Chessex colonist citizens applied and formed a second colony known as Terriesland and also founded Ambersland out of the formerly claimed territories of Chessex. Religious devotees swarmed to Chessex, Ambersland and Terriesland became the two separate colonies for either secular citizens (Ambersland) or for the newly founded Reformed Fellowship (Terriesland) were formed after a directive from the Crown of Anglacia granted Van Tassel and the Pyle families their own colonies.

Terriesland
Capital: Dudlytown
Population: 40,000 (78% Human, 15% Elven, 7% Halfling)
Government: Limited Democracy, Executive: Charles Van Tassel (Lv. 5 Half Elf Wizard)
Religion: Limited Freedom of Religion, Reformed Fellowship of Yah'El (Nominal faith)
Market: Timber, Grain, Wool, Fishing, Ranching
Rule: Anglacia (Mostly Autonomous)

Founded in 1574 by the split in the Chessex colony, Terriesland is one of three colonies made from old Chessex that once encompassed all of what is now Terriesland, Chessex and Ambersland. Its principle founder and charterer of the colony was Terry Van Tassel, an enterprising human who eventually married a High Elf of Ara'Tel and helped to establish a significant High Elven settlement in Picoria.

1598, Qual Eradu was born in the settling of many High Elves who built their towers and spires in the western edge of the colony. Establishing a local Elven court. Though some spent much time pursuing the legends of an Elven empire that was still active on the continent.

1650, Sir Edward Cornwall amassed an army and from the heart of Terriesland moved south to conquer other colonies established by other nation states at the time. He was fervent in preventing the rise of any other powers except Anglacia and the tacitly approved of Sarnassian colony of Sadiesland. He also accepted Tristra do to pressure from Anglacian nobility.

Ambersland
Capital: Stormsdale
Population: 23,000 (89% Human, 11% Dwarf)
Government: Limited Democracy, Executive: Sir Zachari Cornwall (Lv. 7 Human Chevalier)
Religion: Near absolute freedom of religion
Market: Mining, Grain, Wool, Fishing, Ranching
Rule: Anglacia (Mostly Autonomous)

Much like Terriesland it is established in 1574, its history is less glorious in nature.

However Terriesland did see an influx of Dwarven immigrants from the Dwarves of Lochsland who briefly assisted Anglacia and Sarnassus in the sea wars with Uisdonia and Azoria in the 1660's.

Tristra
Capital: Sefard Asher
Population: 159,000 (60% Human, 25% Halfling, 10% Elven, 5% Other)
Government: Court of Witches and Good Friends, Executive: Teyvish El Gideon. (Lv. 9 Human Archivist)
Religion: Tolerance of nearly all faiths.
Market: Finances, ship making, Alchemy, Arcana Crafts, Black Powder.
Rule: Sabylian Empire (Nearly Autonomous)

Tristra coalesced as a colony out of the founding of handful of Uisdonian sailors who named the colony, allegedly, after the wife of Captain Douglas McClow. However the captain sold the land to Sabylian sailors who he worked with and the colony became a Sabylian holding in 1587.

Though often threatened by Chessex to its immediate North, and Native Nashua who inhabit the delta and marshlands along the Cohaquon River, it has remained a somewhat odd bastion of liberties compared to neighboring areas. It is one of the few places without an official religion, or was until the establishment of New Klietzland. It is also a place were contraband materials and literature can be purchased.

Tristra was attacked, in the 1650's by Cornwall and his men, though the attacks were halted when news arrived across the sea of an Anglacian Sabylian peace treaty.

Riedshire
Capital: Rieds Hill
Population: 125,000 (98% Human, 2% Other)
Government: Limited Democracy, Colonial Assembly. Currently Chancellor Emmitt Von Bron
Religion: Secularism, All religions of good aligned gods accepted
Market: Art, Furniture, precious metals and gems, Fishing, farming.
Rule: Klietzlandic Empire (Formerly Anglacia)

Originally founded in 1560 by Sir Samuel Ried as a retreat from Chessex, it quickly grew into a hub for artists and writers seeking an escape from the ways of Chessex.

in 1592 the colony was captured by the Klietzlandic Empire with the assistance of Uisdonia and tacitly from Azoria. Since then the colony has seen a flood of Klietzlander immigration.

New Klietzland
Capital: Fristadt
Population: 500,000 (90% Human, 10% Elven)
Government: Limited Democracy, Appointed Chancellor, Colonial Assembly: Alfred de Fristadt
Religion: Secularism, Freedom of Religion
Market: Finances, Industrial textiles, Armaments, Farming, Meat, Timber and Mining.
Rule: Klietzlandic Empire

In 1530 Pedro Vasquez of Azoria marched his conquistador legions through the territory, slaughtering many Nashua, some of the shaman of the free bands turned to demons and other outsiders to gain magic and leverage over the might of Vasquez and his legions, however few survived save for a handful in the high Dardenelle Mountains.

Established in 1592 when Alfred de Fristadt Marched across the western colonies taking Riedshire for Klietzland. The colony at first consisted mostly a large Klietzlandic army, however the core founding member, General Alfred de Fristadt established himself as the autocratic ruler for a short period before transitioning to a more democratic system based on the advice of his fairly intellectual sons Hans and Adolf de Fristadt established the colonial Assembly.

By 1612 nearly 90% of the Nashua in the areas that are now New Klietzland and Riedshire had died of various epidemic disease and war with the Klietzlanders and Anglacians of the area. General de Fristadt had the remaining deported into the mountains, though briefly the Nashua attempted to resist by rioting and burning the smaller township of Snelwich which sat near the Cohaquon River to the ground. The attack was met with a brutal response, Alfred declared "Open season for any ears of a Nashua brought to Fristadt."

Strawsland
Capital: Boughan Bay
Population: 200,000 (100% Human)
Government: Limited Democracy, Appointed Governor. Gov. Rehon Gomez (Lv 2 Expert, Human
Religion: Limited religious freedom, Holy Orthodox Church of Yah'El (Official religion)
Market: Farming, Quarry stone
Rule: Uisdonia

In 1599 part of Riedshire was turned over by Alfred de Fristadt as payment to Uisdonia for its assistance in conquering Riedshire and claiming New Klietzland.

In 1635 the colony built Charletsville harbor in the the Boughan Bay city.

Tierna
Capital: Williamsburg
Population: 653,200 (90% Human, 4% Other)
Government: Limited Democracy, Appointed Governor. Gov. Ned Divine (Lv 2 Expert, Human
Religion: Limited religious freedom, Holy Orthodox Church of Yah'El (Official religion)
Market: Farming, Fishing, Industrial Textiles, Shipping.
Rule: Uisdonia

Founded in 1593 by Uisdonia with the joint help of Azoria and of course the Klietzlanders who all gathered to take much of the land south of the Cohaquon River.

In 1600 the city of Williamsburg became the most populace city along the western coast. Williamsburg held at least 155,500 citizens just within the city limits. The city had grown to consume the whole of the island at the delta of the Lanes river.

In 1653 Tierna was one of a few colonies that stood against Sir Edward Cornwall (Lv. 9 Chevalier, Human) and his attempts to conquer all the colonies for Anglacia.

Calodonia
Capital: Arlona
Population: 120,200 (99% Human, 1% Other)
Government: Autocracy (Royally appointed Governor). Position held by Adolfo Trolier (Lv 3 Expert, Human).
Religion: Holy Orthodox Church of Yah'El
Market: Mining, wool, precious metals and gems.
Rule: Sarnassus

Was once a piece of the Azorian colony of Montaya, the land was annexed as Calodonia in 1612 by the Sarnassian expeditionary force working in tandem with New Klietzland following a short term flair up in violence in the Gulf of Tores over control over the islands.

1676, war with the Nashua was all but assured as the last band of Nashua left in the mountains began worshiping demons and other outsiders of the Shadowlands to try and gain magical abilities and leverage against the invading colonists.

Montaya
Capital: Trinidad
Population: 450,500 (86% Human, 5% Tiefling, 9% Elf)
Government: Vizer Juan del Cortez
Religion: Holy Orthodox Church of Yah'El with a major cult following for the "Lady of Mount Hadith."
Market: Mining, Livestock, some farming
Rule: Azoria

Established in 1528 By the armies of Pedro Vasquez as he marched north. After a short campaign against the Tolchek, Vasquez turned his emboldened conquistadors north in search of both the riches of rumored Elven Empire of the Sun and by rumors of vast wealth farther to the north and good lands for settlement. By 1530, the western Sanchex mountains were left under the command of one of his top commanders General Trinidad Montaya in charge of establishing a foothold in the land. By 1532 the entire region was firmly settled. It acted as a way station for Vasquez and his men in the north, and a quick area for which to quell any Tolchek rebellion against Azorian rule in the jungle.

In 1540, Fort Trinidad is built and the colony is named Montaya after its first Vizer. Most of the population is composed of conquistador men and native wives from the tribes who allied with General Montaya to defeat the last Tolchek city state of Nazca.

In 1650 part of Montaya is captured by Sir Edward Cornwall, the North western edge was claimed for Anglacia temporarily, and it was converted into a most penal colony for dissidents and convicts from across the newly more Anglacian western sea coast. However bandits and rebels consistently fought from the hills, presenting an almost daily threat for the occupying Anglacian army.

1672, Montaya and its now flooded prisoner population revolt, many of the former gangs are descendants of the same conquistadors who founded the colony over a hundred years prior, they and others ejected from other colonies form the new colonial government, though quickly they repatriated to Azoria, with the help of Azorian soldiers brought in from the Gulf of Tores and from the continued assistance of the Uisdonians who resisted Cornwalls armies.


... To be continued.

super dark33
2011-09-27, 12:57 PM
Would you need help with religions/nations?

Tzi
2011-09-27, 06:38 PM
Would you need help with religions/nations?

Religion? Yes!

In all honesty I took down the notes and everything for this setting largely on notebooks and some word docs, and for all the intricate histories I actually did little with the Gods, Goddesses and Religions.

I have some basic churches, religions and religious history but, sadly I crafted much of this world with actual deities as an after thought. Sort of hanging in the background. It is a sort of tragic flaw I haven't gotten around yet.

So far I have some basic Gods, Yah'El for example is huge among Humans of Vinoria, North Elonia and Eastern parts of Aseria as the primary deity of worship, or in some cases the sole deity of worship.

Some standard D&D Gods appear, such as Lolth, Tiamat, ect... Though with altered lore of course.

super dark33
2011-09-28, 11:40 AM
Make some of your own, dont copy WOC stuff.

its not hard, just pick worshippers, main thing (like dragons, fire Etc), weapon, power and evrything goes together.

Tzi
2011-09-28, 03:24 PM
Make some of your own, dont copy WOC stuff.

its not hard, just pick worshippers, main thing (like dragons, fire Etc), weapon, power and evrything goes together.

Well the main issue I have for God/Goddesses is that the planet has so many cultures, gods and cultural pantheons,

As for the WoC gods, mostly only Lolth and Tiamat are used, the rest are largely custom.

My ideal direction is to create the cultural pantheons and and sects within them. For example the Vinorian continent largely worships Gods from North Elona and the eastern region of Aseria due to religious crusades and conversion in the region. Thus the god "Yah'El" Which is in my world a desert deity but now is worship by about a third of the old world population.