tedthehunter
2015-01-27, 04:25 PM
Hi all! I've been running a 5e game in the same world for about 2 months and 15 sessions or so, and I've decided it's time to clean up my notes, consolidate all my information, and get some outside perspectives on what I've got going on. So I'm going to start posting my edited notes on each nation as a start, then I'll go from there. Please give me any feedback you can think of, even if it's a simple "Nice!" Thanks in advance, and here goes nothing.
Also the template I'm using for making these nations is here (http://droemar.deviantart.com/journal/5-Tips-World-Building-Template-224630229). I've found it quite useful.
Country: Aureum
Capital City: Aureum
Colors: Gold and turquoise
Symbol: A set of golden scales
Races: Mostly humans, but a generous amount of elves, dwarves, halflings, dragonborn, and half-breeds (very few if any: Kargarathi, Tirrahar, Dyarbakiri, Aarakocra, Brachyura, or Loxodon) [More info on these exotic races later]
Government: Democracy
Religion: Polytheism with a focus on freedom of religion
Resources: The major exports of Aureum are foodstuffs and jewelry. Aureum’s major imports are: steel, lumber, precious gems and metals, and foodstuffs. Aureum creates sailing ships of all shapes and sizes. Aureum’s claim to fame is its exquisite warships and its near monopoly on food distribution in the west. It is also widely believed to be the wealthiest nation in the world.
Description of Major Cities: Aureum’s only major city is the capital that goes by the same name. A compact metropolis that lies on the coast, Aureum City is sheltered on land by a small range of hills and on the sea by the large crescent mountain range that forms the channel through which trading ships flock. The bustling city is divided into seven districts that are each overseen by an elected guildmaster. At night the city quiets down, and traffic between districts is locked down. The city has a small criminal factor and each district has its own guard captain, each of which is a seer (someone who has been deemed worthy of truesight).
Quote: “Health Elixirs here! Three silver schooners for a vial! Keep away all sorts of maladies and ailments!” “Our city is truly the jewel of the west. We wear the finest clothes, we eat the finest food, and we sail the finest ships. I cannot imagine living anywhere else.”
History: Originally a single guild established in the year 486 by seven brothers, the nation is truly a young one. The seven founders of the guild used their accrued wealth and natural abilities to attract entrepreneurs and investors and artisans of all types. Eventually due to the advantageous location and the natural resources (namely lumber) the guild became known for its shipbuilding industry. Near the end of the brothers’ lives, they asked their closest employees to cast a vote among themselves to determine their successors, who then split the fledgeling nation into seven parts after the death of the founders.
Physical: Citizens of all shapes and sizes inhabit Aureum, and traders from many different cultures pass through, thus the dress and fashions are always changing.
Mannerisms: Many Aureum-born citizens are practical and fiscally driven. Though polite, they often act as investors would, appraising all situations before deciding on a course of action (usually one that will benefit either themselves or both parties directly).
Weather patterns: Aureum City enjoys a temperate climate, with warm summers and rainy but not snowy winters. The towns on the outer rim of the island often experience harsher winters than the rest of the nation.
Magic: Magic is widely accepted as a part of life for the gifted. It is respected, but not feared by most citizens. The lack of fear is due in part to the heavy regulations on magic within the limits of Aureum City. Every citizen or visitor must first procure a license before casting any magic spells within the city limits. In addition, necromancy, enchantment, and any mind affecting spells are entirely illegal, with few exceptions.
Language: The languages spoken in Aureum are as colorful as one might imagine. Many visitors bring the influence of their native tongue to Aureum and leave an impression upon the citizens. Thus, a kind of trade language has emerged over the past hundred years or so. Even more commonly spoken than the common tongue, this language is a mixture of several languages, but simplified with the conjugation of common. This conglomerate language is even spoken outside the markets and in the daily lives of the citizenry.
Cuisine: Fish is a staple in the common Aureumite’s diet. Lamb too is a regular meal, due to the fairly prolific shepherding trade in the hills around the city. On festival days, the people of Aureum enjoy such delicacies as whale, sea turtle, and eggs. The citizens of Aureum will try almost anything.
Leisure: Most of the people of Aureum have very little free time. Almost everyone works for their living, and works hard. As for fun, many people find selling and shopping for goods enjoyable, especially as far as rare commodities are concerned. A citizen of Aureum will jump at the chance to procure something they’ve never seen before.
Transport: Within the city, man-powered carts are king. As for the military and most shipping of goods, trading ships and warships flock into and out of the massive shipping port.
Weapons: Weapons are almost exclusively imported from Kargarath, with the exception of ship-mounted trebuchets, which are a standard for Aureum warships. Staves and other simple weapons are common. Edged weapons and most projectile weapons are more rare and must be licensed. Almost any type of weapon is allowed in Aureum, though exotic weapons must be licensed as well.
Greetings: “Good day!” in the common tongue, or “Dar Futig!” (which translates loosely into “Profitable Meeting!”)
Customs: The usage of money to facilitate the transfer of information is key. Also the moderation of recreational alcohol consumption and the licensure of almost everything is prominent.
Superstitions: The diversity of the population brings irrational beliefs from all over the western world, but most Aureum citizens are pragmatic and level-headed folk, not many suffer the thought of ghosts or ghouls and the like.
Beliefs: A large variance in beliefs are brought from different visitors, and all are accepted, as long as they don’t interrupt the flow of gold or break any laws.
Rituals: Much like most of the western world, birthdays are celebrated with family gatherings and friendly parties. When children come of age, men are drafted into the navy for 3 years, after which they are given choice of apprenticeship under a skilled artisan or merchant. Marriage for love is common but is licensed along with the privilege of having children. Death is mourned as usual. Justice is a swift and impartial thing in Aureum. Most criminals are sentenced to public service or an appropriate fine determined by a judge, but the worst offenders are put into indefinite servitude to the state.
Festivals: Merchants often celebrate new business arrangements. The average citizen celebrates birthdays and other personal holidays. The only nationally sponsored holiday is Founder’s Day, which celebrates the birthday of the nation.
Education: Children are taught in private schools or by their parents exclusively. Skilled workers are trained by appropriate artisans willing to take on an apprentice. There is no public education system. Higher education is often paid for personally or with a personal loan, and is almost exclusively sought out in the district run by the divination guild.
Guilds
Merchants Guild - The Merchant’s Alliance
Merchants Guild - The Trader’s Lodge - poorest guild
Merchants Guild - The Aureum Brokerage Federation - richest guild
Merchants Guild - The Shopkeeper’s Union
Divination Guild - licenses and monitors magic users
Engineer’s Guild - builds infrastructure
Maritime Guild - shipbuilding, fishing, etc.
Also the template I'm using for making these nations is here (http://droemar.deviantart.com/journal/5-Tips-World-Building-Template-224630229). I've found it quite useful.
Country: Aureum
Capital City: Aureum
Colors: Gold and turquoise
Symbol: A set of golden scales
Races: Mostly humans, but a generous amount of elves, dwarves, halflings, dragonborn, and half-breeds (very few if any: Kargarathi, Tirrahar, Dyarbakiri, Aarakocra, Brachyura, or Loxodon) [More info on these exotic races later]
Government: Democracy
Religion: Polytheism with a focus on freedom of religion
Resources: The major exports of Aureum are foodstuffs and jewelry. Aureum’s major imports are: steel, lumber, precious gems and metals, and foodstuffs. Aureum creates sailing ships of all shapes and sizes. Aureum’s claim to fame is its exquisite warships and its near monopoly on food distribution in the west. It is also widely believed to be the wealthiest nation in the world.
Description of Major Cities: Aureum’s only major city is the capital that goes by the same name. A compact metropolis that lies on the coast, Aureum City is sheltered on land by a small range of hills and on the sea by the large crescent mountain range that forms the channel through which trading ships flock. The bustling city is divided into seven districts that are each overseen by an elected guildmaster. At night the city quiets down, and traffic between districts is locked down. The city has a small criminal factor and each district has its own guard captain, each of which is a seer (someone who has been deemed worthy of truesight).
Quote: “Health Elixirs here! Three silver schooners for a vial! Keep away all sorts of maladies and ailments!” “Our city is truly the jewel of the west. We wear the finest clothes, we eat the finest food, and we sail the finest ships. I cannot imagine living anywhere else.”
History: Originally a single guild established in the year 486 by seven brothers, the nation is truly a young one. The seven founders of the guild used their accrued wealth and natural abilities to attract entrepreneurs and investors and artisans of all types. Eventually due to the advantageous location and the natural resources (namely lumber) the guild became known for its shipbuilding industry. Near the end of the brothers’ lives, they asked their closest employees to cast a vote among themselves to determine their successors, who then split the fledgeling nation into seven parts after the death of the founders.
Physical: Citizens of all shapes and sizes inhabit Aureum, and traders from many different cultures pass through, thus the dress and fashions are always changing.
Mannerisms: Many Aureum-born citizens are practical and fiscally driven. Though polite, they often act as investors would, appraising all situations before deciding on a course of action (usually one that will benefit either themselves or both parties directly).
Weather patterns: Aureum City enjoys a temperate climate, with warm summers and rainy but not snowy winters. The towns on the outer rim of the island often experience harsher winters than the rest of the nation.
Magic: Magic is widely accepted as a part of life for the gifted. It is respected, but not feared by most citizens. The lack of fear is due in part to the heavy regulations on magic within the limits of Aureum City. Every citizen or visitor must first procure a license before casting any magic spells within the city limits. In addition, necromancy, enchantment, and any mind affecting spells are entirely illegal, with few exceptions.
Language: The languages spoken in Aureum are as colorful as one might imagine. Many visitors bring the influence of their native tongue to Aureum and leave an impression upon the citizens. Thus, a kind of trade language has emerged over the past hundred years or so. Even more commonly spoken than the common tongue, this language is a mixture of several languages, but simplified with the conjugation of common. This conglomerate language is even spoken outside the markets and in the daily lives of the citizenry.
Cuisine: Fish is a staple in the common Aureumite’s diet. Lamb too is a regular meal, due to the fairly prolific shepherding trade in the hills around the city. On festival days, the people of Aureum enjoy such delicacies as whale, sea turtle, and eggs. The citizens of Aureum will try almost anything.
Leisure: Most of the people of Aureum have very little free time. Almost everyone works for their living, and works hard. As for fun, many people find selling and shopping for goods enjoyable, especially as far as rare commodities are concerned. A citizen of Aureum will jump at the chance to procure something they’ve never seen before.
Transport: Within the city, man-powered carts are king. As for the military and most shipping of goods, trading ships and warships flock into and out of the massive shipping port.
Weapons: Weapons are almost exclusively imported from Kargarath, with the exception of ship-mounted trebuchets, which are a standard for Aureum warships. Staves and other simple weapons are common. Edged weapons and most projectile weapons are more rare and must be licensed. Almost any type of weapon is allowed in Aureum, though exotic weapons must be licensed as well.
Greetings: “Good day!” in the common tongue, or “Dar Futig!” (which translates loosely into “Profitable Meeting!”)
Customs: The usage of money to facilitate the transfer of information is key. Also the moderation of recreational alcohol consumption and the licensure of almost everything is prominent.
Superstitions: The diversity of the population brings irrational beliefs from all over the western world, but most Aureum citizens are pragmatic and level-headed folk, not many suffer the thought of ghosts or ghouls and the like.
Beliefs: A large variance in beliefs are brought from different visitors, and all are accepted, as long as they don’t interrupt the flow of gold or break any laws.
Rituals: Much like most of the western world, birthdays are celebrated with family gatherings and friendly parties. When children come of age, men are drafted into the navy for 3 years, after which they are given choice of apprenticeship under a skilled artisan or merchant. Marriage for love is common but is licensed along with the privilege of having children. Death is mourned as usual. Justice is a swift and impartial thing in Aureum. Most criminals are sentenced to public service or an appropriate fine determined by a judge, but the worst offenders are put into indefinite servitude to the state.
Festivals: Merchants often celebrate new business arrangements. The average citizen celebrates birthdays and other personal holidays. The only nationally sponsored holiday is Founder’s Day, which celebrates the birthday of the nation.
Education: Children are taught in private schools or by their parents exclusively. Skilled workers are trained by appropriate artisans willing to take on an apprentice. There is no public education system. Higher education is often paid for personally or with a personal loan, and is almost exclusively sought out in the district run by the divination guild.
Guilds
Merchants Guild - The Merchant’s Alliance
Merchants Guild - The Trader’s Lodge - poorest guild
Merchants Guild - The Aureum Brokerage Federation - richest guild
Merchants Guild - The Shopkeeper’s Union
Divination Guild - licenses and monitors magic users
Engineer’s Guild - builds infrastructure
Maritime Guild - shipbuilding, fishing, etc.