TempusCCK
2008-02-17, 05:11 PM
This is a thread to expose you Playgrounders to the concepts and developements of my newly developed campaign world, which is tenatively titled "TradeWinds" it's an ongoing project, and I will update information as I create it and post for your scathing critiques.
The Tradewinds setting is an attempt to replicate life and activities of the Western World during the 16th and 17th century. An age of discovery and wonder, the finding of the New World sparked a revival in learning, business, trade, adventure, and inter-country intrigue in the older, developed nations of Europe. This is part campaign world, part experiment, to see how similar civilizations in such a situation might operate with the availability of magic, an active Pantheon of Deities, and a mix of 13th Century Feudal Society and 17th Century naval technology. The possibility of a new and magnificent land grab across the wide expanse of ocean has several ancient rivals of the Old World at each others throats.
Races:
There are three basic races that are dominant in the World.
Two “races” of humans: The Old World Humans and the New World Humans.
The Old World humans are from a feudalistic society where the Warrior rules. Mounts and advanced metalworking are prominent. Most people exist as a mix of serfs and free laborers, working the massive expanses of land owned by the Elite upper class. While serfdom and peasant labor are widespread, people of the Old World honor those of exceptional skill, especially in areas of fighting and magical prowess. There is much upward movement in the Old World, skilled sailors and able bodied warriors often become members of the Governments standing army, a position of great pay and considerable prestige. The very active Middle Class of the Old World consists mainly of valorous warriors and honorable sailors who have gained glory and reputation in the service of their King or leader. People of considerable intelligence or magical aptitude are quickly scooped out of their normal lives and sent to one of many magical academies scattered all over most Old World countries. Here, various arcane and Divine arts are learned and taught, and it is not uncommon for an Academy to house one or many different Chapels and Altars of various gods, as well as a center for the teaching of aspiring Wizards.
The Humans of the New World are perfectly described as Barbarians. Dominated by a less civilized, shamanistic culture, thousands of years of free roam on the vast, varied lands of the new world have not caused them to move beyond the simple ways of their ancestors. With a live supply of food, they have not had to adopt new ways of living. However, the harsh and somewhat wild conditions with which they are forced to deal with each and every day cause them to be much larger and physically tougher than their Old World counterparts. Living in a state of near constant warfare between tribes and families, and dealing with the as of yet untamed beasts and wild humanoids of the New World has bred within them a warrior society where only the strong and skilled rule, and the only true test of your worth is battle or the hunt. All men and most women are trained from young age to be warriors and hunters, but the especially spiritual or magically talented sometimes dedicate themselves to their animalistic nature gods, gaining great powers over man and beast through their faith. Shamans dominate the tribal lives of the people, however, Druidic societies exist, sometimes as collections of shamans of various tribes and many times as a population all into themselves.
The third dominante race are referred to by the Barbarians of the New World, as the Capramaorn (Cap-ra-may-orn), however, the travelers from the Old World simply refer to them as the Goat Men, or Goat people. Standing taller than even the large built men of the New World, these bipedal, fur-covered, hoofed nomads wander the various terrians next to the Barbarians, many times competing for territory and natural resources. Naturally herbivores, sometimes in areas of great abundance the omnivore humans can exist side by side with the Capramaorn. In most circumstances, the Capramaorn consume much of the lands natural vegetable life, making it very hard for the other animals of the region to live and flourish. The Barbarians claim to have suffered numerous hardships by wandering tribes of the Goat Men, who move into an area, consume much of the natural vegetation, and cause the various herds of deer, wild hogs and other beasts to migrate in search of fertile ground, leaving the Barbarians little to nothing to hunt. Many Barbarians have come to refer to the Capramaorn as bringers of hunger and hardship, and viciously defend their territory against their wanderings. The Capramaorns, on the other hand, see Barbarians, especially the settled societies and tribes, as needless warmongers, and often defend themselves as fiercely as the Barbarians. Naturally strong and swift, the Capramaorns are extremely talented warriors. Capable of advanced abstract thought and planning, a ambush by a group of Capramaorns is usually well coordinated and flawlessly orchestrated. They have a unique language similar to the sound that actual goats make, they are unable to pronounce the Common Language or any other human language, though it is said that many of the tribal Barbarian leaders have discovered a magical method of communication, when diplomacy is necessary between the two races.
The Tradewinds setting is an attempt to replicate life and activities of the Western World during the 16th and 17th century. An age of discovery and wonder, the finding of the New World sparked a revival in learning, business, trade, adventure, and inter-country intrigue in the older, developed nations of Europe. This is part campaign world, part experiment, to see how similar civilizations in such a situation might operate with the availability of magic, an active Pantheon of Deities, and a mix of 13th Century Feudal Society and 17th Century naval technology. The possibility of a new and magnificent land grab across the wide expanse of ocean has several ancient rivals of the Old World at each others throats.
Races:
There are three basic races that are dominant in the World.
Two “races” of humans: The Old World Humans and the New World Humans.
The Old World humans are from a feudalistic society where the Warrior rules. Mounts and advanced metalworking are prominent. Most people exist as a mix of serfs and free laborers, working the massive expanses of land owned by the Elite upper class. While serfdom and peasant labor are widespread, people of the Old World honor those of exceptional skill, especially in areas of fighting and magical prowess. There is much upward movement in the Old World, skilled sailors and able bodied warriors often become members of the Governments standing army, a position of great pay and considerable prestige. The very active Middle Class of the Old World consists mainly of valorous warriors and honorable sailors who have gained glory and reputation in the service of their King or leader. People of considerable intelligence or magical aptitude are quickly scooped out of their normal lives and sent to one of many magical academies scattered all over most Old World countries. Here, various arcane and Divine arts are learned and taught, and it is not uncommon for an Academy to house one or many different Chapels and Altars of various gods, as well as a center for the teaching of aspiring Wizards.
The Humans of the New World are perfectly described as Barbarians. Dominated by a less civilized, shamanistic culture, thousands of years of free roam on the vast, varied lands of the new world have not caused them to move beyond the simple ways of their ancestors. With a live supply of food, they have not had to adopt new ways of living. However, the harsh and somewhat wild conditions with which they are forced to deal with each and every day cause them to be much larger and physically tougher than their Old World counterparts. Living in a state of near constant warfare between tribes and families, and dealing with the as of yet untamed beasts and wild humanoids of the New World has bred within them a warrior society where only the strong and skilled rule, and the only true test of your worth is battle or the hunt. All men and most women are trained from young age to be warriors and hunters, but the especially spiritual or magically talented sometimes dedicate themselves to their animalistic nature gods, gaining great powers over man and beast through their faith. Shamans dominate the tribal lives of the people, however, Druidic societies exist, sometimes as collections of shamans of various tribes and many times as a population all into themselves.
The third dominante race are referred to by the Barbarians of the New World, as the Capramaorn (Cap-ra-may-orn), however, the travelers from the Old World simply refer to them as the Goat Men, or Goat people. Standing taller than even the large built men of the New World, these bipedal, fur-covered, hoofed nomads wander the various terrians next to the Barbarians, many times competing for territory and natural resources. Naturally herbivores, sometimes in areas of great abundance the omnivore humans can exist side by side with the Capramaorn. In most circumstances, the Capramaorn consume much of the lands natural vegetable life, making it very hard for the other animals of the region to live and flourish. The Barbarians claim to have suffered numerous hardships by wandering tribes of the Goat Men, who move into an area, consume much of the natural vegetation, and cause the various herds of deer, wild hogs and other beasts to migrate in search of fertile ground, leaving the Barbarians little to nothing to hunt. Many Barbarians have come to refer to the Capramaorn as bringers of hunger and hardship, and viciously defend their territory against their wanderings. The Capramaorns, on the other hand, see Barbarians, especially the settled societies and tribes, as needless warmongers, and often defend themselves as fiercely as the Barbarians. Naturally strong and swift, the Capramaorns are extremely talented warriors. Capable of advanced abstract thought and planning, a ambush by a group of Capramaorns is usually well coordinated and flawlessly orchestrated. They have a unique language similar to the sound that actual goats make, they are unable to pronounce the Common Language or any other human language, though it is said that many of the tribal Barbarian leaders have discovered a magical method of communication, when diplomacy is necessary between the two races.