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ShadowFireLance
2012-12-07, 11:22 PM
In a Nations game Im starting, I have about killed myself by Burn-out from thinking of Nation Ideas, SSSSSSSooooooooo.....
Here I am, Asking the Lovely playground for Some Nation Ideas.
I have, So far:
Undead, Draconic, Celestail, Aberrant, Infernal, And a few smaller, More Humaniod nations..
So, Any ideas?

Silva Stormrage
2012-12-07, 11:39 PM
Hm, I never liked the idea of their being countries of a specific race. I more liked focusing on a culture and then thinking what race would be in that city.

A couple of countries in one campaign I am running,

A series of refluffed lycanthrope nations (think laguz from Fire Emblem) that emphasize combat and wilderness and shun magic and technology.
A high magic decently high tech isolationist psionic country. Populated by blues, mind flayers and a variant psionic warforged
2 Nordic countries of frost giants locked in an eternal war for valor and honor.
A series of nations that live atop flying whales the size of California, mostly frozen terrain with the populous being hospital and art loving

ShadowFireLance
2012-12-07, 11:40 PM
Nation on the back of whales...Totally going to use here.

THEChanger
2012-12-09, 03:22 PM
I remember an undead desert nation I thought up once. They operated under a sort of democracy where leaders were elected for (un)life. A council of thirteen, headed by a single powerful magus. It was a desert nation, one which had been converted entirely to undead. In order to keep the population of the country steady, they went to great lengths to get other people to immigrate there. Even though the living were second-class citizens, life there was fairly good, and at any time a living person could undergo the Rite of Rebirth, and be turned into an undead. All citizens were after death, of course.

Lentrax
2012-12-09, 03:34 PM
I have a nation that has undertaken sole responsibility for keeping the truth about the BBEG a complete secret from the rest of the world.

CarpeGuitarrem
2012-12-09, 09:59 PM
Fire Nation.

Plot twist: everything changes when they attack.

Incom
2012-12-09, 10:46 PM
Don't forget the classic "city-state based on a trapped Tarrasque".

Craft (Cheese)
2012-12-10, 12:36 AM
The independent City-State of Celir has a proud, 231 year history. Built around an artificial harbor (most of the buildings carved from the cliff face) and the only viable port for hundreds of miles of coastline, Celir was one of the world's most important trading centers.

But all is not well in Celir: 5 months ago (though it had been secretly planned for nearly 7 years), a civil uprising overtook the city, executing all of the city's nobility and stopping nearly all trade, preaching a message of wealth redistribution.

The uprising is not all that it seems to be either; The revolution's leader, Ariv Silwea Markan, is actually an agent provacateur working for Emperor Eleras of the bordering Yun Empire. Yun has coveted and attempted to conquer Celir multiple times over the past decades, and the revolution is their latest plot to attempt to weaken Celir from the inside.

Though under orders to continue the revolution as planned, Ariv is beginning to have doubts. His "cause" now has many genuine believers, and they're beginning to get more than a little out of hand, holding daily executions of dissidents and suspected spies, even amongst their own leadership. Not only fearing his own life, Ariv is beginning to regret his takeover of the city: Celir (and many nearby areas) are now facing starvation due to the skyrocketing food prices, and the unrest has left thousands of innocents dead, many of their corpses laying in the streets.


Eleras, however, is having his own problems: 3 years ago, his younger brother gathered some followers and attempted to take his throne. There's massive civil war in the Yun Empire, and Eleras is losing. He believes that now more than ever, the money he'll receive from controlling Celir is necessary for him to turn the tide and win back his (legitimate) title. He believes that control of the city (and the reinstitution of trade there) must be achieved at all costs.

Deathkeeper
2012-12-10, 01:56 AM
There's always the stereotypical "Inexplicably Technologically advanced Nation." In D&D, this sometimes means anything from having crossbows and running water to going full-blown steampunk.

Also, Kobold nation. Somehow, some way. Bonus points if they're actually quite powerful.
Or both. Both works, too.

Kitten Champion
2012-12-10, 04:12 AM
Let me think...

An archipelago used both as a prison and insane asylum for an inland nation, went through an inmate uprising and has since separated. What was once operated as an agrarian slave-plantation system has since become a potent mix of anarchism and loosely affiliated warlords working a largely unstable feudal system.

At the apex of this system is a young sorceress who's used her prowess and wits to keep make all the other powers live in mortal dread of her. She's effectively segregated the sexes in the nation, with the relatively smaller population of women receiving sanctuary in her walled city built along the archipelago's land bridge to their former nation. She's been teaching her subordinates magic creating a small but highly potent cadre of wizardresses. They are slowly bringing the rest of the nation truly under her banner. After she's unified the land, she intends to break apart the physical and magical defences blocking their way inland, and invading their former colonists.
___________________________________________

A sea-side nation ruled by wealthy aristocratic banking and trading houses. Outside of a few rural fishing villages -- the vast majority of the nation's occupants are working for or are in association with one of these houses. Naturally, there's a degree of lavish hedonism and the laws are pretty much whatever the house currently in favour says they are. The society more or less operates well, there's at least one mercenary company working for each house. The brutal effectiveness of these mercenaries is what keeps them employed -- beggars, drifters, and thieves are the most likely to witness this first hand.

One of the defining features of the nation is gambling, anyone who can pay the cover charge can enter the gaming establishments and arenas which are littered throughout the land. Many an unlucky gambler has found themselves in indentured servitude to one house or another being unable to pay up otherwise. They gamble on literally everything, from magical duels to the outcome of wars across the world. The current trend is blood sports, creating vast labyrinthine arenas and having adventurers run their carefully crafted gauntlet has become hugely popular. The aristocrats of the houses are always trying to come up with new and imaginative ways of competing with one another, leading to more and more circuitous and ludicrous ideas -- finding a lost legendary creature, racing to exotic locations, developing the first flying machine -- the depths to which boredom will push them know no bounds.
__________________________________________________ ___

Deep within the heart of a continent, there lay a nameless nation surrounded by mountains. A nation formed of the faithful, believers of all kinds who've converged there over the course of decades. They believe that the route to heaven and their gods, is quite simply, "up". At first this belief was sparked by the commonly held conception that gods lived atop the mountains themselves. This, to the despair of many a climber, would be found lacking. As such this belief was reassessed, the gods lived higher, far higher than nature could raise a man. Thus the course was clear -- make a tower, a bridge to the stars and paradise.

In this nation the economy, society, everything is built around the construct. It's the site of religious reverence and a hotbed of simple commerce. Labourers by the tens of thousands, mining, performing masonry, crafting tools, raising crops to feed workers, an operation of massive proportions.

The society's hierarchy is partly determined by one's importance to the project -- with engineers holding the highest of ranks. However, there are also the clerics and priests who hold equal if not greater positions within the society due to their being at the heart of the endeavour. Technically anyone is capable of rising in this society, which is effectively classless. Because slavery would be seen as an abomination, the workforce is entirely voluntary and paid. However, most of their income is tithed back into the project making it, in the eyes of the faithful -- quite the sacrifice. While most are faithful, many simply appreciate the peace, order, and purpose the nation provides -- or they're running from something and have nowhere else to go.

There are unpleasant rumours about this nation. Whispers of diabolical intentions to raise a zealot army against the world or of disreputable clergymen living luxurious lifestyles stealing from their flock. Whether this is true or simply the exaggerations started by nobility paranoid of losing peasants to them, is unclear. In part the nation is nameless to quell this fear, by remaining anonymous they don't separate themselves from the rest of the world. They are geographically isolated due to the mountains, in a pocket of undefined ownership by the surrounding nations -- rather than claiming their own empire they've been trying to humble themselves and pass unnoticed.

Joe the Rat
2012-12-10, 11:25 AM
I've a fondness for Roman-themed hobgoblins, right on the border of the senatorial/imperial shift. They've expanded and taken over everything in the chunk of land behind this massive ancient wall someone had built, acting as an ersatz political boundary. Their entire system built on conquest, they need to expand, lest the whole system collapse into infighting and decay. With nowhere left to go, they've been eyeing the land across the border for further expansion.

Organized military, draconian rule and abuse of power, with Hobgoblins as Citizens and goblins and possibly other conquered races as plebeians.

---

A "nation" of nomadic travelers, traders in exotic goods, in exchange for gold and lore. Highly magical - flying carpets and the like are their primary mode of transport. They may or may not have a capitol "city" in the clouds. Rumor is that they are searching for some lost relic or bit of lore that will lead them to a hidden homeland.


Also, Kobold nation. Somehow, some way. Bonus points if they're actually quite powerful.
Or both. Both works, too.Kobold seafaring nation, in the "opportunistic traders and occasional raiders" mold. Inadvertently founded when a viking ship-builder was made king of the local tribes, to everyone's surprise. Including the viking.

True story.

ShadowFireLance
2012-12-10, 02:30 PM
Kobolds, Who wish to empower the Mighty Pun-pun past the Abilites discribed...
Hmm..
Now I need to make 'Acolyte of the one and the pun' PrC...:smallcool:

Blightedmarsh
2012-12-10, 03:07 PM
a nation built entirely within a series of nested extra dimensional holding spaces. The inside is a complex labyrinth where stable mono directional gravity and euclidean geometry is considered an arcane abstraction.

The local populous are four foot eight tall sytaurs. You could describe them as isolationist and xenophobic; where it not for the fact that the government has classified the existence and true nature of the outside world as a state secret.

Said government is a hedonistic theocracy. They believe that the entire universe is carried around by its creator in a sack. The outside is supposed to be a dangerous hellscape peopled only by fiendish monsters, deamons and their victims

The local currency are mobius ring shaped coins forged from (and based on the value of) spuo; a valuable metal used in the construction of variable yardsticks and smelted from rare paradox eggshells.

therakishrogue
2012-12-10, 08:45 PM
A mercantile theocracy, with a caste system based upon being recognized as one of the elect. Everyone is born into a role withing the trading houses, and normally remain there for life. But the god(s) they revere show their favor through success in business pursuits, so if a lower caste person is able to found a new trading post in another country or develop a popular invention, they are invited to join the ruling caste of merchant/priests. This leads to a very dynamic society, in which everyone attempts to demonstrate that they are one of the favored. There is a great deal of technological innovation and great wealth among the monied castes, but also unfriendly neighbors when the trading companies get too aggressive in their attempts to dominate trade. Furthermore, piracy and banditry are seen as legitimate pursuits, since anyone who was truly one of the elect would be protected. This can consist of anything from friendly competition between companies to low level civil wars. Dwarves would do well here, in my opinion.

Grimsage Matt
2012-12-11, 11:08 AM
Steam Punk or Modernday Tech level Trolls. "Look ya buggers, I don't care what ya think is real. Magic does not exist."

Add in Anti-Magic as a natural aura and the abillities of a 10th level skeptic and BAM! instant disenchanted wizard. Which is facing a troll with a chain gun:smallbiggrin:

Vixsor Lumin
2012-12-11, 12:33 PM
a planar portal to a modified version of Carceri where the souls of the truely evil and powerful are kept trapped to prevent their ressurection. the bulk of the populace consists of clerics and paladins who take on the roles of guards and wardens. literally the entire population is organized in a militaristic heirarchy from birth. schools teach combat and protocol during the day and childrens homework are based off of real problems that need a solution, that way they learn real world applications for their lessons and act as a think tank for the leaders. the few citizens who dont serve in combat roles are wizards and artificers tasked with upgrading and maintaining a high magic version of automated alarms and defenses.

they are a neutral nation that is fed and provided for by the other nations in exchange for the service they provide. they are entirely dependant on the outside world for everything from weapons and food, to clothing and clean water.


I have a nation that has undertaken sole responsibility for keeping the truth about the BBEG a complete secret from the rest of the world.

oh its the whole world? i thought it was just the people that were destined to have to fight the BBEG on their behalf :smallwink::smalltongue:

The Glyphstone
2012-12-11, 12:37 PM
Steam Punk or Modernday Tech level Trolls. "Look ya buggers, I don't care what ya think is real. Magic does not exist."

Add in Anti-Magic as a natural aura and the abillities of a 10th level skeptic and BAM! instant disenchanted wizard. Which is facing a troll with a chain gun:smallbiggrin:

I'm pretty sure a magical skeptic in the typical D&D world would end up much like an atheist in the Discworld - a pair of smoking boots next to a small, hand-painted sign that says 'you're wrong'..





I remember having an undead-centric nation once. It was a highly stratified social caste arrangement of Mindless undead-living laborers-living artisans/merchants-sentient undead. The only practical means of attaining sentience as an undead was mummification, which was expensive, so most people's goals in life revolved around gradually accumulating wealth to ascend into a high class and eventually gain immortality.

Grimsage Matt
2012-12-11, 02:21 PM
There is a Class called the Skeptic that uses "Rational Magic". At 10th level they can turn a Dragon into a oversized lizard with wings, with no Spells, spell-like abillies, supernatural abillities or mental abillity scores higher then your average lizard. How do they do that? By a Logic Skill check.

Also, they Radiate Anti8-Magic in the first place, so they can't be affected by magic. But, when exposed to things that upset their world view? Their cynisim is powerful enough to permantly render any magical creature into a totaly non-magical animal (with the corresponding mental stats), and permantly revoke the spellcasting/manifesting abillity from someone.

So, I think gods would be staying a long way away.....

The Glyphstone
2012-12-11, 02:34 PM
There is a Class called the Skeptic that uses "Rational Magic". At 10th level they can turn a Dragon into a oversized lizard with wings, with no Spells, spell-like abillies, supernatural abillities or mental abillity scores higher then your average lizard. How do they do that? By a Logic Skill check.

Also, they Radiate Anti8-Magic in the first place, so they can't be affected by magic. But, when exposed to things that upset their world view? Their cynisim is powerful enough to permantly render any magical creature into a totaly non-magical animal (with the corresponding mental stats), and permantly revoke the spellcasting/manifesting abillity from someone.

So, I think gods would be staying a long way away.....

Not in any official sourcebook, there isn't. Even the dread D&DWiki doesn't have this supposed 'Skeptic' homebrew class. So it's worth about as much in any argument as the position that a Commoner can beat the BBEG if his player puts the DM in a headlock until they grant victory.

Taking the conceit that 'Skeptic' would be allowed in a game...Antimagic fields won't protect against having big heavy things dropped on them or thrown at them. Telekinesis, big rock, squish annoying homebrew 'Skeptic' into paste long before he's allowed to level up to actually be threatening.

Gods do the same thing except retroactively, because they can do stuff like that. Or they just ignore the antimagic field with their Salient Divine Abilities and turn him into a newt/rock/pile of ash.

Grimsage Matt
2012-12-11, 02:38 PM
Can't acess the site right now, but it's not homebrew, it's OGL. And ya, the gods could do that. But theres Bob, God of Atheists protecting them:smalltongue:

The Glyphstone
2012-12-11, 02:43 PM
Homebrew and 3rd-party material are the same thing, the only difference is one is (attempted to be) sold for money. Homebrew material sold for profit must adhere to the Open Gaming License, but it's still homebrew.

Lord Il Palazzo
2012-12-11, 03:53 PM
There are three named nations in the game I'm running. Feel free to use/steal anythign you like. (I clearly did in a spot or two.)

The City-State of Ravnica* is ruled by a council made up of representatives of powerful trade guilds* based in the capital. It's the most racially diverse of the three nations and tends to let each guild see to its own affairs (for example, the merchants' guild sets most of the City-State's trade policy except where it directly conflicts with the interests of other guilds, at which point the council steps in.) In the capital, citizens are expected to register with the various guilds before performing any "high public risk" behavior. For example, to carry a non-simple weapon or cast spells above level 0, you need to register with the fighters' or mages' guild, respectively. Away from the capital, individual communties enjoy a great deal of autonomy in their own affairs and dealings, so long as their policies fall are within parameters set by the council. Any assistance a smaller community might need is typically contracted from the individual guilds rather than through the council (like hiring the fighers' guild to send someone to clear out some bandits.)

The Queendom of Rochein, ancestral home of the elves, though elves can be found in the other nations and other races do live in Rochein, elves are in the majority. Ruled as a form of benevolent dictatorship by a mage queen with a lot of popularity among the public, Rochein was unified thousands of years ago following a long and bloody elvish civil war that nearly wiped out high elves from the setting. The queen is one of the few remaining high elves, having achieved immortality (or at least a greatly increased lifespan) through means my players have yet to discover.

The Kingdom of Minathica. Very little has been revealed about this nation besides 1) one of the PCs comes from a small village there 2) it recently (within 10 years or so) fought a war with Ravnica which ultimately ended in a very uneasy peace and near total severence of diplomatic relations and 3) there are ninjas, or at least ninja-like warriors there.

*Yeah, I know.

Grimsage Matt
2012-12-11, 05:21 PM
K, got a few ideas.

Trolls that use Rational Magic (http://grandwiki.wikidot.com/rational-magic) Naturaly, and are a Steampunk (http://grandwiki.wikidot.com/oglsp) Civilization, that worship only a single god, one of Logic, reason and Athesisim. Isolated and wanting to stay that way, the recent enrochment of the shorter lived races may force them to open war.

To the far north, the Hardy Firblog (http://dndwiki.com/wiki/Firbolg_(3.5e_Race)) practice their own form of shamanisim, in the art of Rune Magic (http://grandwiki.wikidot.com/s-m8). Raiders and warriors, they read the omens. Could a day of glory be apon them?

In the icy wastelands of the south, the Grim look skyward, using Astrology (http://grandwiki.wikidot.com/astrology) even as they fall deeper under the sway of the Oneiromancers (http://grandwiki.wikidot.com/oneiromancy).

But, across the land, a taint is spreading. For from the ocean beds, and dark places beyond the gods grasp, mortals are being lured into service. And the towers of R'leth rise, as it's Warped Disciples (http://www.giantitp.com/forums/showpost.php?p=13760005&postcount=12) preach in the streets, and horror's beyonf horror awaken from ages old slumber.




These look good?

Gwyn chan 'r Gwyll
2012-12-11, 05:25 PM
My world has many nations. Several share cultures. Most are dominated by a single race, but some are mixed. I wrote a whole epic history to explain this and everything, it was lots of fun. It's based in 4e, and set in a land divided by great mountain ranges with very few passes.

Inclytum et Maximum Pium Imperium de Natia de Luna, Tiflinium, the Illustrious and Most Righteous Empire of the Nation of the Moon, Tiflininium is based on the Byzantine/East Roman Empire, very directly. Last corner of an empire that once spanned almost the entire world.
Huge capital, Urbvetus, originally name Artoria after it's founder, built on 4 great hills. Ruled by an Emperor whose palace takes up one entire hill of the city. it is completely walled off.
The second hill is named after their god, Unathrenis, and has a huge temple, the House of the Consistorium where the Council meets to advise the emperor, and the residences of the rich and powerful.
Third hill is Market Hill, which is, well, the place of the working class and shopkeepers. The Harbour is seperate from the hills.
Those three hills and the Harbour are surrounded by the Old Wall, of which only the base and the towers are left. The towers are upkept by the militia, and the citizens are expected to rebuild the wall if the city is ever threatened.
The last hill is on the other side of the river is a second smaller city, Attia, a quiet town with great mansions and great houses mixed in with middle-class folks.

Three provinces are all that remain of the once great empire: Mirus, the breadbasket of the empire, well-irrigated, and the tidal plains, which drive a great salt industry. The capital of Mirus is Prosper, a shoddily-built rapidly growing town based on the wealth of the salt industry.
Inspira was once a heavily-populated province full of towns, but is now a land of ruined towns and fortresses, webs of confusing roads, and constant conflict between the remaining towns and the bandits that prey upon caravans and travellers. The capital of Inspira is Novicus, after the decline of the old capital of Dilava, now a ruin. Novicus is a port-town, and the departure point to the colony of Tinderus.
Susicivus is notable as being the most racially mixed province. Elsewhere, the human, elvish and orcish slaves are fairly uncommon. Many freed slaves live in Susicivus, in addition to 2 or 3 free tribes in the north of the region, and even more past the mountains. The free tribes past the mountains often raid the area, salting the lands and turning them infertile.
The last province is the colony of Tynderia, on the southern reaches of a cold island. It is the first new conquest since the fall of the Empire.

The humans of Sisicuvus: the Poccnr
are on the most part naturalized, and in manners and culture indistinguishable from the Tieflings. The few remaining tribes are known collectively as the Poccnr, descendents of the horse-tribes who ruled the plain before conquest by the Tieflings. There are three tribes south of the Northrange Mountains, and many tiny splintered groups in the land known as Nasha Zemlya, between the Northrange and the Wall.
Of the three major tribes, the Boln'shoyn are almost completely settled and sedentary, growing oats primarily, seeking to please the Tieflings. The Benliki are in the process of becoming sedentary, but still cling to as many aspects of their old culture as they can.
The N'Pravda, however, are not a traditional tribe, but a new reactionary group of firebrands, escaped slaves, malcontents, fighting a constant battle against the Empire, protecting their old way of life, led by a man who goes only by Nepbyoschennik, or High Priest. The N'Pravda seek to unite the raiding groups of Nasha Zemlya under their banner, and reconquer their old homelands.

The Viking-Stereotype: The Atheinsfolk
These hardy northern folk live in the mountainous volcanic islands north of the Empire, which have only just started being colonized. They mostly live in scattered housesteads in clusters of 4-5 families, yet travel often. Family honour is held quite highly. There are 3 large islands that they live on: Sparaland, Vorland, and Eldurland. Eldurland is the northernmost, and the most inhospitable, a place of ice and fire. It is from Eldurland that the Atheinsfolk left to colonize the other more fertile islands. They have very few towns, which are hardly walled and spacious. They also have colonies in the deep forests of Lassus north of the Wall (think Redwood forests, but with the trees much closer together), despite the dangers. They trade with the native icetribes of Eislanden and Kuldiland, trading iron and wooden goods for white bear hides and the tusks of strange northern beasts.
The Atheinsfolk are a nation without a government, really.

Just to give a taste of the kinda thing I have. I also have nomadic Halfling gypsy-inspired caravans known as the Utazas (notable in being the only group capable of making it across the great deserts);
the militaristic Shansle goblin peoples of the desert, including the great city of Chasna-le, a city of burnished brass, clay brick, and white-and-blue cloths on the shore of the largest oasis, a holy spot for the Shansle, ruled by a large dragon;
The Navergu elves who populate the lower mountains and lesser valleys of the Great Divide and World's End Mountains. They build villages of wood, propped on stilts on the slopes and held up with rope. They're mildly xenophobic, slow to trust anyone not from the village, slower to trust any non-Navergu, and slowest to trust any non-elves.
The Dwaerre, or Dwarves live in underground cities underneath the Great Divide, which almost no non-Dwaerre will ever see. They have one city-fortress above ground, the fortress of Dwarvengate which guards the mountain pass of the same name, the safest way to pass from the eastern to the western half of the continent.
the other Elvish cultures of the Orja, who are left scattered in the forests of the western half of the continent, each king ruling each forest, and the Mitte-Ori, the elves who escaped the civilizing slavery of the Tiefling empire in the impenetrable jungles south of the equally impenetrable World's End Mountains.
The Mensheid gnomes mostly live in the swamps, though also run the great multicultural city built on the ruins of the first Tiefling capital: think medieval London built on Roman ruins.
Of the humans, of the west are more populous than those of the east. The Einsemvolk fight over petty lordships and stone keeps in their north-western islands: think medieval France at it's worst. The main kingdoms are Meerenderich, Blaushafreich, and Roteshafreich.
The Nordbor kingdom of Rikenorr is a new one, recently modernized on the model of the Einsemvolk, uniting the human tribes of the lands between the Grey and White Mountains, and lusting for land, wealth and conquest... The current king's great-grandfather, Alf the Uniter, united them. His grandfather Guddkarlik Byggare, built the capital city. His father Alf II Nyabringer, completely reformed the tribal society to a feudal one. Now Guddfrid Heavysword seeks to make his name
The Eohfolc are a wide-spread culture of poets and mounted warriors, in direct conquest to their neighbours the Oameni, a society built in the hillier southwest, who pride themselves on their cities and knowledge, their philosophers and scientists.
The Volcan were conquered by the Oameni, and are ruled by the Oameni Volcan Bay. The Volcan nobility still hold sway under the Oameni king in the south, but have been forcibly intermarried, and taken the Oameni religion.
The Orcs? Slaves in every culture. A free orc is uncommon.
There's also a culture in the Fens, which has at least one city, Brrunsktun, but I haven't fleshed them out yet.

And that's only the nations of the "familiar" continent. The original homeland of the human race, the isles of Man Xi are a caste-based oppressed society ruled by vampiric Rakshasa. The Golden Continent is the homeland of the Elves and Orcs. I haven't written anything about Elvish culture in the Jade Isles, but the Orcs live a rough tribal steppe life in the deserts. Most of the actually good land on the Golden Continent is taken up by Mindflayer and Rakshasa kingdoms.

There's also a continent of the strange Daoine people, a tall, spindly race with 4 arms who've recently begun to show up in great ships on the coasts of the main continent.

There's 2 more continents: one is almost completely occupied by undead. The last has a yuan-ti culture in the jungles, and a gith culture in the more desert area on the other side of the mountains, who are in constant conflict with the undead, but I haven't fleshed those out either.

Most of the cultures have multiple kingdoms though: the Einsemvolk have 6 independent states, the Oameni have 7, the Eohfolk 7.

ShadowFireLance
2012-12-11, 10:13 PM
Holy mother..That...Is a Awesome post Gwyn chan 'r Gwyll...(is now wondering how one remeambers that username) And also, Skeptic....Still, Even if you turn a Dragon into a Non magic, Giant Lizard with wings, you are STILL screwed...I mean, GIANT LIZARD, *Munches on Dm's who would allow Such a Stupid class*

Gwyn chan 'r Gwyll
2012-12-11, 10:41 PM
Holy mother..That...Is a Awesome post Gwyn chan 'r Gwyll...(is now wondering how one remeambers that username) And also, Skeptic....Still, Even if you turn a Dragon into a Non magic, Giant Lizard with wings, you are STILL screwed...I mean, GIANT LIZARD, *Munches on Dm's who would allow Such a Stupid class*

I've written almost 13,000 words of stuff for that world. And I still have barely anything :smallsigh:

And my map is only detailed really for the continent of Arc, very roughly for Man Xi and the Daoine continent, and only coastlines for the other continents... I haven't done anything on it for almost 2 years though... I have so much work, so many other projects to do ongoing, ugh!

The pronouncation is "Gween chahn er Gweell", by the way, though I usually just slur it like Gwin channer Gwill.

as for remembering, I usually just go by Gwyn. If you mean how I remember it, I've been using it since I was a kid, it's like a second name to me. If someone on the street shouts out Gwyn, I'll turn expecting to see a Playgrounder.

ShadowFireLance
2012-12-11, 10:52 PM
I've written almost 13,000 words of stuff for that world. And I still have barely anything :smallsigh:

And my map is only detailed really for the continent of Arc, very roughly for Man Xi and the Daoine continent, and only coastlines for the other continents... I haven't done anything on it for almost 2 years though... I have so much work, so many other projects to do ongoing, ugh!

The pronouncation is "Gween chahn er Gweell", by the way, though I usually just slur it like Gwin channer Gwill.

as for remembering, I usually just go by Gwyn. If you mean how I remember it, I've been using it since I was a kid, it's like a second name to me. If someone on the street shouts out Gwyn, I'll turn expecting to see a Playgrounder.

Ah, Like Myself and Shady.....Though not many would know me, Even if I was not so obscure.

May...I use that awesome Nation and stuff?
(Wishes He had the time to do something that cool, And wants to see the Map)

Grimsage Matt
2012-12-11, 10:56 PM
Holy mother..That...Is a Awesome post Gwyn chan 'r Gwyll...(is now wondering how one remeambers that username) And also, Skeptic....Still, Even if you turn a Dragon into a Non magic, Giant Lizard with wings, you are STILL screwed...I mean, GIANT LIZARD, *Munches on Dm's who would allow Such a Stupid class*

You forgot the part where the troll is in a tank, and has enough firepower to kill a fully magical dragon. Plus, all that metal? It's Dead Iron (http://www.dandwiki.com/wiki/Dead_Iron_(3.5e_Equipment)) and those bullets? Those are solid Voidmetal (http://www.dandwiki.com/wiki/Voidmetal_(3.5e_Equipment)) rounds. They're so non-magical that all magical creatures know to avoid them. Plus the Dragon would be reduced to a INT of 2:smalltongue: Way better then Dragon Doom weapon enchantments in me book.

Think of what they can do to Spellcasters, warlocks, outsiders, elementals, undead, magic items etc...

ShadowFireLance
2012-12-11, 11:00 PM
heh...So? Besides, I HIGHLY doubt Tiamat would like that.

Grimsage Matt
2012-12-11, 11:09 PM
Ya, but Deep Trolls mostly stay in their underground supercitys. They're there, if you manage to stumble into one, but the surface? Nothing of value whatsoever from their stand point.

The Isolated Arrogant jerks who the gods find is easier to leave alone (they don't do anything anyway) then get rid of.

ShadowFireLance
2012-12-11, 11:10 PM
Eh, Out of my area of Expertise, them Trolls are...

Huh..I reamber now, I think..No, 3 Dragons Live underground...:smalltongue:

Grimsage Matt
2012-12-11, 11:13 PM
Ya, but how many of them live and work near the Inner mantle? BTW, resend me that Immortals handbook, and I'll finish off the Mechaguy. Finnaly found enough stuff for it to work if I can smuggle in some d20 modern and d20 future gear.

ShadowFireLance
2012-12-11, 11:15 PM
Huh..the Game is slightly dieing, So might not work, However, I have a 30th level Tristalt one, So...
Look for it in Recruitment.

The Glyphstone
2012-12-11, 11:40 PM
You forgot the part where the troll is in a tank, and has enough firepower to kill a fully magical dragon. Plus, all that metal? It's Dead Iron (http://www.dandwiki.com/wiki/Dead_Iron_(3.5e_Equipment)) and those bullets? Those are solid Voidmetal (http://www.dandwiki.com/wiki/Voidmetal_(3.5e_Equipment)) rounds. They're so non-magical that all magical creatures know to avoid them. Plus the Dragon would be reduced to a INT of 2:smalltongue: Way better then Dragon Doom weapon enchantments in me book.

Think of what they can do to Spellcasters, warlocks, outsiders, elementals, undead, magic items etc...

Eh....that's still not even remotely threatening to a competent spellcaster. +1d6 damage is nothing, nor is that minor bit of spell resistance.

Of course, that's just extra reason to leave them alone - they don't bother anyone on the surface, and they'd be no threat even if they did, so the surfacers and their wizards are perfectly happy to let them play their reindeer games.

Grimsage Matt
2012-12-11, 11:49 PM
Besides the fact that they only need to roll a 2 or high to remove all spellcasting abillity:smalltongue: Besides, magic can't affect them, their creations, or the areas they've been in fir a long time.

They leave the surface alone, they don't get their core part of civilzation ripped away:smallbiggrin:

The Glyphstone
2012-12-11, 11:57 PM
Besides the fact that they only need to roll a 2 or high to remove all spellcasting abillity:smalltongue: Besides, magic can't affect them, their creations, or the areas they've been in fir a long time.

They leave the surface alone, they don't get their core part of civilzation ripped away:smallbiggrin:

See previous comments about things that ignore antimagic/spell resistance, not to mention this supposed ability to remove spellcasting isn't in evidence anywhere I can find. You can strip the spellcasting away from the projected illusions/astral projections/clones all day, the wizard will make more from his personal demiplane.

Really, it's impossible to be 100% magic-proof, or threaten a hardcore paranoid wizard unless you're also a wizard, which these guys empirically cannot do. If they wave around their awesome anti-magic capabilities, eventually some super-high-level evil wizard might decide to eradicate their civilization out of spite or because he's bored.

It's still a cool setting concept, but it's hardly the invincible wizard-bane civilization you've gotten the idea that it is. But it doesn't need to be, as long as they stay isolationist and aren't actively trolling magic-users. Heck, I could see at least two good-length adventure plots revolving around precisely that concept, one pro-troll and one anti-troll.

Gwyn chan 'r Gwyll
2012-12-12, 12:14 PM
Ah, Like Myself and Shady.....Though not many would know me, Even if I was not so obscure.

May...I use that awesome Nation and stuff?
(Wishes He had the time to do something that cool, And wants to see the Map)

Go for it!

The map... I'll post some pictures later today! Need to go run some errands downtown first. It's not a pretty map, but it works for my purposes. It also doesn't have nation borders on it, just the cities. But that's because I don't think defined borders are much of a thing in my setting, more like spheres of influence and exception, with exception of the Heim islands, the land of the Einsemvolk. There the border between Roteshalfreich and Blaushalfreich are VERY important, iirc. Whichever two countries have the capitals Konigsbruck and Wahrkirch.

Other than that, borders generally follow geography, like the border between the Kingdom of the North and the Oameni Silver Kingdom, because the Grey Mountains divide them, with the Northpass being a big battleground between the two.

endoperez
2012-12-12, 01:58 PM
Besides the fact that they only need to roll a 2 or high to remove all spellcasting abillity:smalltongue: Besides, magic can't affect them, their creations, or the areas they've been in fir a long time.

They leave the surface alone, they don't get their core part of civilzation ripped away:smallbiggrin:

I agree with The Glyphstone. Your premise is cool, but the rules don't work like that.

Rules discussion isn't relevant to topic so I put it in spoilers.

How do the trolls get Voidmetal?
Voidmetal can only be mined from the the Negative energy plane.
You need magic to travel to the negative energy plane.


The skeptic can't affect any incorporeal creatures by any of his attacks before level 10 without magical weapons.
Neither voidmetal or dead iron affect incorporeal creatures. All the trolls' weapons use these materials.
Starting as early as level 2, he can't use magical weapons to do that either.

Every member of that civilization who doesn't have magic or isn't a 10th-level skeptic can be killed by a single wraith. And I do mean that a single wraith could kill ALL OF THEM.


10th-level skeptic also has complete immunity to spells and supernatural effects of the Enchantment and Illusion schools and Spell Reistance 20, yes, but he doesn't have an anti-magic zone around him. It's a a –2 magic zone.

I don't know what it is, but it's clearly not an anti-magic zone. It probably reduces caster levels by 2 or something, or blocks level 1 and 2 spells, or something along those lines.

"All of the variable numeric effects, such as damage and number of targets, of any spell cast within a positive magic zone are multiplied by the percentage listed. Discard all fractions."
http://grandwiki.wikidot.com/geomancy

Here's an interesting fact - if a Cleric casting Dictum or other similar spells has high-enough caster level to kill the trolls, the aura does nothing. "Everyone who can hear this" and "dies" aren't numerical.

Grimsage Matt
2012-12-12, 02:36 PM
K, they can still dispel any spell they cast with a skill check, so it balances.

Also;

There are non-magical ways to get to the plane. Seriously, there are. Harder? Yes. But doable.

And the Antimagic 5ft is not from the Skeptic. Thats the Troll.

Plus... they can refute the magic in the words of the cleric. Thats what they do.

redzimmer
2012-12-12, 02:37 PM
How about a nation on a float continent with more advanced tech above the other nations?

And they are aloof of other nations, save to occasionally exploit/annex when resources run scarce.

Also a fanatically religious xenophobic dwarf nation that believes anything done above-surface "taints" them, to the point where they won't even eat food that grows aboveground. Yep, totally stolen from Terry Pratchett.

The Glyphstone
2012-12-12, 02:53 PM
I agree with The Glyphstone. Your premise is cool, but the rules don't work like that.

Rules discussion isn't relevant to topic so I put it in spoilers.

How do the trolls get Voidmetal?
Voidmetal can only be mined from the the Negative energy plane.
You need magic to travel to the negative energy plane.


The skeptic can't affect any incorporeal creatures by any of his attacks before level 10 without magical weapons.
Neither voidmetal or dead iron affect incorporeal creatures. All the trolls' weapons use these materials.
Starting as early as level 2, he can't use magical weapons to do that either.

Every member of that civilization who doesn't have magic or isn't a 10th-level skeptic can be killed by a single wraith. And I do mean that a single wraith could kill ALL OF THEM.


10th-level skeptic also has complete immunity to spells and supernatural effects of the Enchantment and Illusion schools and Spell Reistance 20, yes, but he doesn't have an anti-magic zone around him. It's a a –2 magic zone.

I don't know what it is, but it's clearly not an anti-magic zone. It probably reduces caster levels by 2 or something, or blocks level 1 and 2 spells, or something along those lines.

"All of the variable numeric effects, such as damage and number of targets, of any spell cast within a positive magic zone are multiplied by the percentage listed. Discard all fractions."
http://grandwiki.wikidot.com/geomancy

Here's an interesting fact - if a Cleric casting Dictum or other similar spells has high-enough caster level to kill the trolls, the aura does nothing. "Everyone who can hear this" and "dies" aren't numerical.



So wait, does that mean a Skeptic who gets hit with a Fireball is instead healed for double the damage it would otherwise do? How is that Logical?

Similarly, unless the Skeptic can use his Refute to counterspell, he won't get an action to dispel/cancel a Dictum...cause he's dead.



So on-topic, here's something pretty setting-neutral I invented for a campaign that never started:

A grand city, called Khym, once sat on both sides of the mouth of a major river, forming a vital port and trade nexus. Khym was ruled by a duke, but when he died unexpectedly, his two sons went to war over who should get to rule the city. Eventually it was called a draw, and each son claimed the portion of the city on one side of the river; they claimed to be the true Duke of Khym, and their rival to be an usurper who would someday pay for his crimes, but the locals didn't care and just started calling the two territories Old Khym and New Khym.

Old Khym's duke knew that his brother was a much more accomplished warrior, and would handily defeat him if they met in battle, so he pulled off a cunning plan. Through his contacts, he managed to get his brother addicted to a rare and expensive sweet, the chewy resin of the bubali tree. Now the Old Duke's plans to slowly take over the entire city of Khym can proceed unhindered while his rival sits in his palace growing fat and eating his imported sweets.

Khym can be dropped into almost any game as a quest hub or sidequest, depending on if the players want to get involved in the Ducal dispute or not (and which side they take).I'm a bad person

ShadowFireLance
2012-12-12, 02:57 PM
Go for it!

The map... I'll post some pictures later today! Need to go run some errands downtown first. It's not a pretty map, but it works for my purposes. It also doesn't have nation borders on it, just the cities. But that's because I don't think defined borders are much of a thing in my setting, more like spheres of influence and exception, with exception of the Heim islands, the land of the Einsemvolk. There the border between Roteshalfreich and Blaushalfreich are VERY important, iirc. Whichever two countries have the capitals Konigsbruck and Wahrkirch.

Other than that, borders generally follow geography, like the border between the Kingdom of the North and the Oameni Silver Kingdom, because the Grey Mountains divide them, with the Northpass being a big battleground between the two.


Actually, I Think if you let me, I can make the map better...

Gwyn chan 'r Gwyll
2012-12-14, 01:13 AM
Sure, here's some pictures of the main continent.

Scale differs slightly, the whole thing is too large for one picture with any kind of visibility.

Edit: names and stuff are illegible. :smallannoyed:
so I suppose I'll write them underneath.

The Islands of Heim and the Kingdom of the North
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/HeimandRikkenor_zpsc384958d.jpg
Westenfeld, Strandburg, Wahrkirch, Konigsbruck, Karlingen, Hochberg, Kranscrona.
The passes are, in the White Mtns, Ghoulpass and Bransgate, and in the Grey Mtns, Northpass


The North-West
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/theNorthWest_zps92450124.jpg

The Oameni cities are Turn de Argint, Rau Ceas, Podsul, Poartoras, and Soaursul. The Eohfolc towns are Northkeep, Branhold, Ganwyk, and Riverwatch. The Elven Forest-Kingdoms are Pojoiseen, Omistusasuntoja, the rival kingdoms of Puun and Pekka, and Viime Metsa with the capital of Kaupunki

The South-West
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/TheSouthWest_zps378352ba.jpg
the Oameni cities are Fiicaras and Golful Vulcan. The Eohfolc towns are Seareach, Polworthy, and Stanmere. The elven forest-kingdoms are Harva, Pieni, Vihrea, and Etela.

The wastes of the North-East
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/TheNorthEast_zps811aed27.jpg
The rivers are Arevmutk Get and Arevelk Get. The city is Brunsktun. The two passes are Forestgate and Mountainford. The island on the right is Eldurland.

The Imperial Province of Susicivus, Nasha Zemlya and the pass of Dwarvengate
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/SusicivusNVandDwarvengate_zps932a363c.jpg

The pass through the Great Divide is Dwarvengate. The valley is Nasha Zemlya. The 3 passes are left-to-right Visok Dol, Raider's Pass and Niskoi Dol

The Imperial Province of Inspira and Urbvetus
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/InspiraandUrbvetus_zps17c86d13.jpg

The river is the Great Artorius River

The Imperial Province of Mirus and surroundings http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/Mirus_zps9daef120.jpg

Can't remember if my notes or the map is out of date, city is either Prosper or Prospersel.

The lands of the Atheinsfolk and Tindurland/Tynderia
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/LandsoftheAtheinsfolk_zps3893d212.jpg

The strait is the Frumeintak. The town at the bottom of Eldurland is Gammalhus. The island on the right is Vorland. The town on it is Madurhold. The island on the left is Sparraland. The town on it is Briggja. The region on the south of that island is Tinderia, with the town of Visum Incendum.

The lands beyond the Worldsend Mountains
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/Trans-Worldsend_zpsf3a4ab42.jpg


The Innius Desert, and the Signum Majorum (that's an epic site if there ever was one, but it's also a wasted barren pit so not much in the way of nations there) oh and also Lover's Pass
http://i1308.photobucket.com/albums/s618/GwynchanrGwyll/InniusDesertandLoversPass_zps6f358f0d.jpg

little town of Chasna-le