Scurron
2013-12-05, 03:18 PM
Hi there, I'm relatively new to these forums regarding posting stuff, but I've been reading things on here for quite a while now, and I figured this was the right place for me talking about some of my ideas. The setting I've been designing for over three months now is still nameless and is originally for a comic/story, but I see no reason for not turning into it into a RPG game one day, if I ever get the will to design and draw and learn how to do that properly.
Basically, the thing is set on one large, isolated continent with a varied climate: there are temperate forests and mountains in the east and vast, cold forested plains in the north, while the south and west are Mediterranean-like and the central area is one huge marsh (simply put of course). The world harbors four cultural groups: the Easterners (something like steamo-era Europe, think industrial revolution going rampant), the Westerners (ruled by sets of mages called magiocracies, based on Babylon, India and other old(er) nations of the world), the barbarian tribes in the north and the isolated island nation of Alchor past them. What I want from you, simply put, rather than cramming you with all the stuff I have (I'll do that in another thread when everything's planned out haha) I'll jump right to the place where I require some assistance.
There's five leading nations on the continent that I need help with fleshing out (two western and two eastern) referred collectively to as the Pentarchy, and they aren't mostly on good terms with one another due to different religions, geography, morals and the like.
Albia - the easternmost nation of white stone cities and rolling plains, Albia (or more commonly referred to as the "Baron's land") is the leading military power in the world and has a fleet of airships that could reduce a smaller defenseless country to dust in several days. Albia is the center of the Prohibition and is strictly against magic (and even religion to a degree as they think the various gods of the continent set people apart too much and go on par with their idea of a united *khm* enslaved *khm* continent) Albia is supposed to have two "castes": the landfolk, people who live in the cities and live their life as commoners and farmers, and the highfolk, people who live in the city-airships of the Baron (basically all of the military, the cities have their police forces to take care of them and a invasion via land is almost impossible) and who have almost never touched the ground. This is interesting to me as it has the potential of creating an awesome subculture which can be both liked and looked up to (the commoners would have a chance to move to the ships if they excel in a skill while young) and also hated (mostly from the rest of the world because they just sit in their airships and bombard everything, and I imagine outsider people would consider them quite ignorant and stupid too)
Illustria - the industrial, mountainous giant of the East, Illustria is a loose federation of several large city-states bound by the legacy of the Storm King's empire (some 500 years ago from when the story starts, the five capitals are: Candaber, Thail, Krovin, Varnoda and Eldon and they have quite a history regarding magical studies) It is the manufacturer of most of Albia's weaponry and home of some of the East's greatest mad men (inventors, we won't be rude) as well as many rebel mages, as the Prohibition didn't set in that well there as it did in Albia and the general pride and traditional values of the people. It is ruled over by something you could consider a mafia (which supposedly has aristocratic roots and totally does not manipulate the king they choose every seven years but dare you put that into question) and as long as you can keep silent and obey orders, you can live a pretty, almost modern-as-we-have-it-minus-the-internet life in their steamy cities. Illustria has two sides regarding it's society; the faceless mob of native Illustrians and immigrants from all across the world who mostly mind their own business, and the followers of the Church of Ade, the sun god, who are real bigots and preach against almost everybody who is not of Illustrian blood. I'm having issues as to what the head of Albia thinks of this cult, whether they just ignore them or actively encourage Illustrains to excommunicate them from their society.
Darun - The second largest country in the world, and the largest magiocracy, Darun has a rich and rather peaceful history of spreading their culture across the central marshes. They're not a warlike nation, being composed of many different peoples, they're quite tolerant and have very liberal views on life. Their patron goddess is Mikaila, the goddess of luck, creation and childbirth (also chaos and death and some other nasty things like leeches, but generally and most importantly luck) and their priests have diplomatic relationships with several other religions that built their centers in the great marshes, for example the followers of the nature goddess Drayla from the city of Fallun. All Darish have a slight tan to their skin (as do the other "magical" people of the West lol) and they're generally well-meaning, but somewhat ignorant people. While the country itself is isolated and connected from border to border by the waterways of the river Koa, the inhabitants far away from the capital know almost nothing of the war, the magiocracy and the happenings in the world, while those that live near the mages are very lectured and almost snobbish people. The city of Daurun itself is built under a large hill where the magiocrates take their residence on. I'm not sure how to explain why war has almost never come to Darun, but the country has a lot of magic going on on all sides which is almost alive (active runestones, ancient cursed towers, spells stored in rocks and things like that), and it is changing a lot of things, both in the natural world and the minds of the people, and I also might resort to history to find a few cultures who have not changed for millenia, as the Darish culture is supposed to be the remnant of a past, even larger empire almost a 3000 years old.
Caldrea - the most powerful western country, with it's people living in subterranean cities which are ruled over by mages who are generally more open towards the people than those in Darun. Magic is a thing for everyone, it is even a subject in schools, but can be mastered only by a few chosen ones who posses the determination and will to do so. While the Caldrean culture (putting an emphasis on the importance of the human willpower over emotion) and way of life is in general a very positive thing, the East, especially Albia, looks at Caldrea as an aggressor and a bully due to false propaganda, but the downright terrifying tactics and magical constructs the Caldrean army uses do not help paint a pretty picture of the country. Also, some of the customs of the country come from the past influence of the church of Khoran, the god of Night and thieves (which wasn't very popular in the past to say at least(yes, the subterranean cities)). Today, the most popular cult in Caldrea might be the one of Latren, the god of good fun and feasts and humor and also literature.
Alchor - I've not yet really looked into developing this country. They're a powerful, now isolated warlike nation past the Barbarian steppes, with their people being naturally blonde or ginger and very viking-like in appearance. They have got a lot of knightly orders (almost every larger family is one) and are headed over by a king, who's an absolute monarch and spends most of the country's money on decorating his own castle(s). The poor situation of the economy (their income largely came from trade with other nations down the gulf of the Lake of Storms, but when they went into isolation food became scarce because of the general infertile land and lack of materials to improve the technology, they're now almost communist-like) forced people to move southwards, especially towards Illustria because of work and money, where now small districts of Alchorians exist in almost every city (think of little China-towns, only with a northern theme).
So, that'd be all I have to say about it now. Oh, and also, the western countries count time differently from the eastern ones. The west is currently in their 3002, and the east is in 1224. Alchor seems to be only gathering tales of great kings and is looking at its past this way.
Basically, the thing is set on one large, isolated continent with a varied climate: there are temperate forests and mountains in the east and vast, cold forested plains in the north, while the south and west are Mediterranean-like and the central area is one huge marsh (simply put of course). The world harbors four cultural groups: the Easterners (something like steamo-era Europe, think industrial revolution going rampant), the Westerners (ruled by sets of mages called magiocracies, based on Babylon, India and other old(er) nations of the world), the barbarian tribes in the north and the isolated island nation of Alchor past them. What I want from you, simply put, rather than cramming you with all the stuff I have (I'll do that in another thread when everything's planned out haha) I'll jump right to the place where I require some assistance.
There's five leading nations on the continent that I need help with fleshing out (two western and two eastern) referred collectively to as the Pentarchy, and they aren't mostly on good terms with one another due to different religions, geography, morals and the like.
Albia - the easternmost nation of white stone cities and rolling plains, Albia (or more commonly referred to as the "Baron's land") is the leading military power in the world and has a fleet of airships that could reduce a smaller defenseless country to dust in several days. Albia is the center of the Prohibition and is strictly against magic (and even religion to a degree as they think the various gods of the continent set people apart too much and go on par with their idea of a united *khm* enslaved *khm* continent) Albia is supposed to have two "castes": the landfolk, people who live in the cities and live their life as commoners and farmers, and the highfolk, people who live in the city-airships of the Baron (basically all of the military, the cities have their police forces to take care of them and a invasion via land is almost impossible) and who have almost never touched the ground. This is interesting to me as it has the potential of creating an awesome subculture which can be both liked and looked up to (the commoners would have a chance to move to the ships if they excel in a skill while young) and also hated (mostly from the rest of the world because they just sit in their airships and bombard everything, and I imagine outsider people would consider them quite ignorant and stupid too)
Illustria - the industrial, mountainous giant of the East, Illustria is a loose federation of several large city-states bound by the legacy of the Storm King's empire (some 500 years ago from when the story starts, the five capitals are: Candaber, Thail, Krovin, Varnoda and Eldon and they have quite a history regarding magical studies) It is the manufacturer of most of Albia's weaponry and home of some of the East's greatest mad men (inventors, we won't be rude) as well as many rebel mages, as the Prohibition didn't set in that well there as it did in Albia and the general pride and traditional values of the people. It is ruled over by something you could consider a mafia (which supposedly has aristocratic roots and totally does not manipulate the king they choose every seven years but dare you put that into question) and as long as you can keep silent and obey orders, you can live a pretty, almost modern-as-we-have-it-minus-the-internet life in their steamy cities. Illustria has two sides regarding it's society; the faceless mob of native Illustrians and immigrants from all across the world who mostly mind their own business, and the followers of the Church of Ade, the sun god, who are real bigots and preach against almost everybody who is not of Illustrian blood. I'm having issues as to what the head of Albia thinks of this cult, whether they just ignore them or actively encourage Illustrains to excommunicate them from their society.
Darun - The second largest country in the world, and the largest magiocracy, Darun has a rich and rather peaceful history of spreading their culture across the central marshes. They're not a warlike nation, being composed of many different peoples, they're quite tolerant and have very liberal views on life. Their patron goddess is Mikaila, the goddess of luck, creation and childbirth (also chaos and death and some other nasty things like leeches, but generally and most importantly luck) and their priests have diplomatic relationships with several other religions that built their centers in the great marshes, for example the followers of the nature goddess Drayla from the city of Fallun. All Darish have a slight tan to their skin (as do the other "magical" people of the West lol) and they're generally well-meaning, but somewhat ignorant people. While the country itself is isolated and connected from border to border by the waterways of the river Koa, the inhabitants far away from the capital know almost nothing of the war, the magiocracy and the happenings in the world, while those that live near the mages are very lectured and almost snobbish people. The city of Daurun itself is built under a large hill where the magiocrates take their residence on. I'm not sure how to explain why war has almost never come to Darun, but the country has a lot of magic going on on all sides which is almost alive (active runestones, ancient cursed towers, spells stored in rocks and things like that), and it is changing a lot of things, both in the natural world and the minds of the people, and I also might resort to history to find a few cultures who have not changed for millenia, as the Darish culture is supposed to be the remnant of a past, even larger empire almost a 3000 years old.
Caldrea - the most powerful western country, with it's people living in subterranean cities which are ruled over by mages who are generally more open towards the people than those in Darun. Magic is a thing for everyone, it is even a subject in schools, but can be mastered only by a few chosen ones who posses the determination and will to do so. While the Caldrean culture (putting an emphasis on the importance of the human willpower over emotion) and way of life is in general a very positive thing, the East, especially Albia, looks at Caldrea as an aggressor and a bully due to false propaganda, but the downright terrifying tactics and magical constructs the Caldrean army uses do not help paint a pretty picture of the country. Also, some of the customs of the country come from the past influence of the church of Khoran, the god of Night and thieves (which wasn't very popular in the past to say at least(yes, the subterranean cities)). Today, the most popular cult in Caldrea might be the one of Latren, the god of good fun and feasts and humor and also literature.
Alchor - I've not yet really looked into developing this country. They're a powerful, now isolated warlike nation past the Barbarian steppes, with their people being naturally blonde or ginger and very viking-like in appearance. They have got a lot of knightly orders (almost every larger family is one) and are headed over by a king, who's an absolute monarch and spends most of the country's money on decorating his own castle(s). The poor situation of the economy (their income largely came from trade with other nations down the gulf of the Lake of Storms, but when they went into isolation food became scarce because of the general infertile land and lack of materials to improve the technology, they're now almost communist-like) forced people to move southwards, especially towards Illustria because of work and money, where now small districts of Alchorians exist in almost every city (think of little China-towns, only with a northern theme).
So, that'd be all I have to say about it now. Oh, and also, the western countries count time differently from the eastern ones. The west is currently in their 3002, and the east is in 1224. Alchor seems to be only gathering tales of great kings and is looking at its past this way.