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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.

Balyano
2015-01-27, 06:10 PM
As a suggestion it may be useful to add points of strife for each nation. What problems does it have, whether easy to resolve, inherent in the system, unnoticed by the populous, or even seen as a good thing.

Aureum has a very tolerant culture, but its high number of new and temporary residents bring all their own prejudices with them. This causes no end of minor strife within the city.

Aureum has a democracy, but money talks louder than voices. The government has significant corruption and promotions and elections are better described as bought than won. Any favors can be purchased from the right official for the right price.

Marriage comes with the license to have children. Children born out of wedlock are confiscated by the state and raised in government run homes. The most capable of the children are identified and enter naval officer school, becoming life long military officers. The less talented are trained as slaves and used as a trade commodity.

Aureum controls the flow of food in the west. Any attempt to disrupt their monopoly is met not with immediate violence, but with underhanded methods. Aureum with throw funds to any opposition within the opposing nation to stir up unrest, coups, and civil wars. Often leaving a country's infrastructure in ruins and its old leaders dead or ousted. Aureum then helps with the reconstruction and rebuilds the nation to better suit Aureums needs.

Any one, none, or all of these could be true, and some may just be rumors, true or false. And of course the nation may have other undesirable traits, after all nobody is perfect.

tedthehunter
2015-01-27, 08:35 PM
As a suggestion it may be useful to add points of strife for each nation. What problems does it have, whether easy to resolve, inherent in the system, unnoticed by the populous, or even seen as a good thing.

Those are all great things that I never considered! I'm definitely going to add that category to the nations. Thanks so much and I hope you stick around to see the rest.

tedthehunter
2015-01-29, 06:34 PM
Here's the next one! The Sovereignty of Kargarath.

Country: The Sovereignty of Kargarath

Capital City: Noviomagus

Colors: Royal Blue and Grey

Symbol: A flintlock pistol crossed with a wand.

Races: Kargarath citizens are only humans, with a small number of slaves that are other races. Virtually no outsiders are allowed within the borders of the country. The farthest they get is the docks of any trading ports they stop by.

Government: Kargarath is ruled by the sovereign authority of the czar. Effectively a dictatorship.

Religion: Kargarathi worship their Czar as a prophet of Hephaestus, the god of the forge. Worship of any other gods or goddesses is illegal.

Resources: Kargarath manufactures and exports a massive amount of weapons and armor. Through carefully guarded innovations, they have the ability to churn out thousands of swords and many hundreds of breastplates per day. The quality is not as expert as dwarven creation, but almost every sword or shield in the western world has a Kargarathi stamp on it. Due to their cold and infertile climate, Kargarath has to import most of its food, but otherwise they make the most of their natural resources and just accept coinage for their trade goods. The Kargarath are famous for the invention and careful guarding of firearms, the special weapons of their secret inquisition. In fact, if anyone other than the inquisitors is seen in the country (and often out of the country) with a firearm, they will be killed or arrested and the weapon confiscated.

Description of Major Cities:
Noviomagus, the Capital of Kargarath is essentially just a very large palace and the surrounding residences of the workers in said palace. The czar lives in this palace and rarely leaves, while his servants live in the small town outside of the palace.
Bigorna is the center of industry in Kargarath, and is home to the world’s first and only metalworking factory. A kind of assembly line helps the Kargarathi workers produce many tons of metal products including weapons, armor, barding, window frames, mirrors, axles and the like.

Quote: “No magic here, no sir. I’d die before I let those inquisitors lock me up for witchcraft.” “The Czar is coming through town tomorrow. We must prepare for his arrival. If he isn’t pleased by our progress we’re likely to be cursed.”

History: In the year 153, a prophet came to the nomadic tribes that inhabited the area and began to spread the word of Hephaestus. He brought to these tribes great gifts: the vast knowledge granted to him by the god of the forge. To one tribe, he bestowed the magical power to control fire, and to another he gave the knowledge of steel, and the final tribe was granted an unfamiliar substance they called “Vulcan’s Sand.” These new techniques propelled the Kargarathi into the age of fire and steel. The civil wars raged for decades, and by the year 211, a victor had emerged. The tribe of new sorcerers had beaten, subjugated, and looted the other tribes. The leader requisitioned the gifts of the other tribes, had his sorcerous underlings killed. Soon after, magic was outlawed entirely, and the new Czar claimed to be the sovereign voice of Hephaestus. It was only a few years later that early firearms began to emerge from the secret royal forges. Entrusted only to the fanatically devoted inquisitors, these weapons remain sacred to this day.

Physical: Pale skin, usually seems slightly tan due to the dirt and ash. Average height is 5’11” for males and a little shorter for females. Neither men nor women are allowed to have long hair, so most shave their heads.

Mannerisms: Curt, matter-of-fact, and secretive, Kargarathi often seem rude or otherwise unpleasant to outsiders. However, they often don’t intend to offend, they are just entirely oblivious to other culture’s customs due to their extreme lack of contact with the outside world. The dockworkers at the major trade ports are somewhat of an exception to this rule.

Weather patterns: Kargarath is a subarctic environment, and most of the country is a tundra. During the summer the almost constant daylight thaws the snow almost entirely, just in time for the sun to disappear and freeze the entire country again.

Magic: A kind of double standard exists in Kargarath concerning magic. Use of magic of any kind by a civilian is entirely illegal, with no exceptions. Those found guilty will often be sold into slavery or killed. But in spite of the harsh laws against magic, the Czar of Kargarath is widely believed to be one of the world’s most powerful sorcerers.

Language: The Sovereignty of Kargarath is an ignorant place when it concerns foreign affairs. A vast majority of the citizens speak only Kar, the native language derived from the speech of the nomads of old. However, a select few that are chosen to be diplomats or traders are taught the common tongue.

Cuisine: Vegetables and other plants that can be grown during most of the year are the main source of food for the Kargarathi citizen. On festival days, the citizens eat the same food as usual, just less of it, while the upper class (judges, governors, and inquisitors) enjoy a surplus of refreshments, including such delicacies as yak, lamb, and seal. No food is taboo as citizens will eat almost anything just to fill their stomachs.

Leisure: The citizens of Kargarath have little to no free time. They spend their lives working themselves to the bone, and there is no word for “fun” in Kar.

Transport: Ox or yak drawn carts are common, while the upper class often own horses. The armies of Kargarath move by foot, while officers ride horses and other exotic mounts. It has even been said that the fiercest warriors ride into battle on bears. There are a small number of transport ships that navigate the waters closest to the Kargarath shore, but they don’t often sail out of sight of their home country.

Weapons: Steel weapons and armor of all types are produced in Kargarath. Swords, maces, and axes are commonplace, alongside chainmail. Plate mail is more rare. Firearms are made exclusively from cold iron and hardwood, using special techniques that are taught to a lucky (or unlucky) few. There are even rumors that the Czar’s personal weapon doesn’t need to be loaded, and that it looks much like a modern revolver.

Greetings: Chaire! “Hello!” To an inquisitor or other such official, “Awe, Vigilum!” is appropriate.

Customs: Kargarathi often slog through their lives, heads down, working hard and playing never. Alcohol is less of a recreational drug, and more of a way to escape the monotony of life.

Superstitions: All magic that isn’t directly attributed to Hephaestus or the Czar is considered witchcraft and is met by extreme fear and hostility.

Beliefs: The sun is the embodiment of the forge god on the material plane, and when it disappears for days at a time during the winter months, demons howl in the wind and bring cold to destroy crops and kill unwary travellers and livestock.

Rituals: Children are put to work as early as 8 years old. But their age isn’t truly counted in years, because birthdays don’t really exist in Kargarath. In fact, the average citizen doesn’t even know how to read time, or read a calendar. Only the (very) few educated people know what time it is in relation to world events. Marriage is not supported by the state in any fiscal or legal matter, but men and women often pair with each other anyway, in order to pool their resources to raise their children. When a person dies in Kargarath, her family and friends will generally gather for a meal, but there is no time for a burial in Kargarathi life. Thus, most bodies are burned soon after their death. Justice in Kargarath is a total fallacy. Swift and cruel punishment is a more accurate term. Inquisitors act as judge, jury, and executioner, investigating and sentencing crimes with force, intimidation, and torture.

Festivals: There is little cause for the citizens to celebrate, though on the days the Czar designates, work is suspended and all citizens are required to worship Hephaestus.

Education: There is virtually no public or higher education in Kargarath. Children are taught to be smiths or carpenters or warriors starting at a young age. Young inquisitors are chosen randomly from male babies who are then raised (and brainwashed) in specialized temples where they are taught extreme devotion to the Czar and his god, and how to use the special firearms granted to them at the day of their graduation, which is determined by a grueling set of tests.

Points of Strife: Taxes are at an extreme high in Kargarath, to the point where it is illegal for citizens to save up more money than they need to support their family for one month ahead. Any more than that, and the inquisition will requisition any assets they see fit and leave the family to starve.

A dangerous amount of resentment is held by the “have-nots” towards the “haves.” The inquisition is very busy crushing rebellions most of the time. The death rate in Kargarath comes in waves as people rebel, then comply in fear.

The crime rate in the larger cities is astonishing, as desperate families resort to violence or theft in order to provide for themselves. The inquisitors do their best to keep order through fear, by making public examples of criminals.

avr
2015-01-31, 09:09 AM
Aureums elected guildmasters - does someone become a guildmaster by being elected, or is it only guildmasters who can be elected? Who gets the right to vote - is it a property franchise, or guild members only, or a universal adult franchise? Sorry, politics is an interest of mine.

Kargarath sounds like it would be avoided by the PCs. It might be an idea to include some reason for them to go there - maybe they make cheaper magic weapons or something. Also, restricting magic and rapacious taxation would probably damage the economy over time, which would eventually hurt the military. Unless it has some advantage like just being really big Kargarath sounds like it's ripe for a kicking.

Balyano
2015-01-31, 01:05 PM
Perhaps Kargarath is protected from invasion by it's frigid climate, any army would die if they don't have enough supplies and protection from the elements. Easy to do if you live there, after all you've had plenty of time to build fortifications and stockpile supplies. But hard if you have to bring the stuff with you, build from scratch, or steal from the locals. Perhaps invading Kargarath has idioms attached to it, like invading Russia.

As for why to go there, perhaps there is no shortage of corrupt officials that will sell you steel goods to make a secret untaxed profit.

Or hire foreign mercenaries to kill a rival, ''Poor poor Consular Bradomir, murdered by Aureum dogs. But this just goes to show how pointlessly vicious their kind is, we need to stop the Aureum threat, and to do that we need to step up production, it is time to add an additional hour to everyones work day!''

Or if its a big country you might have other reasons to go there, and you must avoid detection by the locales, lest their horsemen ride you down.

Balyano
2015-01-31, 01:29 PM
Another thing that occurs to me is that they may be hired, along with other mercenaries, by people rebelling. It is mentioned that the government is constantly putting down revolts. So if some of these rebellions involve foreign mercenaries hired to add some muscle to the movement then the players have a reason to show up. Also they may be hired to assassinate higher ups.

tedthehunter
2015-02-01, 01:23 PM
Aureum's guildmasters are elected by a group of licensed guild artisans and merchants that live in the appropriate district and are active members in that guild. Then, the guildmasters themselves vote on a guild-independent president, who chooses their own support staff, and tends to national and international matters, such as foreign affairs.

As for Kargarath, I was imagining it to be a fairly large nation that was difficult to invade because of the climate. And those reasons for the party to travel there are great! I'll definitely be writing those down. Please keep the questions and comments coming, it's certainly helping me flesh out this world.

Also, Yuhao incoming!