ReluctantDragon
2008-12-04, 03:04 PM
So, I'm going to try something out here. Depending on response, I will potentially do multiple posts concerning the subject.
Creating a world!
Doing a homebrew world, and prepping to introduce it to a new group. However I find myself running into a block in terms of more specific traits of the world.
What I'd like from the community:
Ideas, suggestions, pointers, etc.
What I've got so far:
Geography:
The 'world' is comprised of a very large continent(about 1.5 times the size of Australia) located just north of the planet's equator. To the south-east of this continent is a somewhat smaller landmass (Australia size) comprised of mountains and desert. To the southwest lies another landmass of comparable size (again of Australia dimensions) comprised of lush forest-lands and open plains. Between the two southerly landmasses lies a large island (Greenland-sized). Given the setup of the landmasses, the farther south one travels, the colder it gets. To the extreme south (named the Sea of Fog) supposedly lies a mysterious land of strange creatures and queer folk. (Duhn-duhn-duhn!)
The main political power, 'the empire' comprises most of the northern landmass. Multiple kingdoms and nations comprise the southwestern landmass and the southeastern landmass is wild for the most part, above ground anyway. Below ground, the Gnomish/Dwarven nation reigns supreme.
Now:
This is a 'world' settling into a balance of sorts. A large war only recently ended about ten years before and the results are still felt. The empire remaining in charge is totalitarian. It is benign for the most part, save for some of its political intrigues and machinations, as well as concerning any remaining elements of the resistance that pop up. The empire deals with them harshly and without remorse. This empire pulls heavily from the classic Roman hierarchy. Emperor, Senate, and so on. Far reaching empire that pulls in cultural influences from the people that it incorporates. Other kingdoms/nations not under direct rule of the empire pay it nominal allegiance or credit. The farther from the empire you are the more its rule is negligible. So in effect outside nations not involved in the war are now getting used to the presence and effects of this empire.
Races
Changes include:
No half-races(half-orcs, halflings, half-elves)
No interbreeding amongst the races, resulting in the first 'change'.
2 new races to replace the missing ones.
Humans - Comprise a great deal of the 'empire's' population, better than 65%. They also are almost entirely the population of the southwestern continent, comprising the ruling race of nearly all of the kingdoms/nations there. For the most part in terms of culture and technology, the typical high medieval level.
Dwarves/Gnomes - Offshoots of the same parent race, Dwarves and Gnomes are cousin races. They intermarry and relate, but no offspring results. The Gnomes generally have roles in service and government, the dwarves in industry. No pigeon-holing here, obviously there are exceptions. In terms of culture and technology, set up to renaissance times with a heavy Byzantine flavor.
Elves - A race near extinction. The elves previously held the role of most prominent nation/race in the known world. After warring with the 'empire' they now are reduced to perhaps 10% of their population as of 50 years ago. They live in small secluded settlements and resent heavily the presence of the empire. The traits of elves are more aligned with their 'fey' heritage than typical fantasy. Mysterious and rare, they are looked upon in awe by your typical farmer. Much more akin to low medieval in terms of culture and technology. Again, fey influence is accentuated.
Z'ard - A lizard race, this is a homebrew creation mimicking some of the traits of the lizardfolk race. Heavily influenced by nomadic cultures like the Native Americans and Inuit and Mongols. Worsippers of the elements and nature, the Z'ard are an ambivalent race who seek to simply be left alone. They are found nearly anywhere in the world and are tenacious foes. Low medieval and very Native American in flavor.
Towr'an - The race that comprises the chief motivators of the 'empire'. A minotaur race based on the Dragonlance minotaurs. They are the ruling class in the empire and their stature and nature reflects their culture. Heavily Roman influenced with like technology, although they are beginning to incorporate gunpowder and steam technology based on dealings with the dwarves and gnomes.
Mystery race - Up in the air in terms of this. I'm thinking maybe Xeph, or some human-appearing race. Virtually extinct as far as the current races are concerned. However, they once held power on the level of the Towr'an and the Elves previously. They can pop up sometime later.
Religion
All the civilized races have pantheons they worship.
The Dwarves/Gnomes have a Light/Dark different sides of the coin gods.
The Minotaurs have a Triumvirate, representing a triangle where each point represents a god who balances out the other two.
The human nations worship the Fates, based on North, South, East, West.
There are three Elder Gods that I will work on that, for the most part are unknown by the common populations.
So, what I'm looking for here is assistance. Given what I've provided so far, help flesh out a nation/race. Supply ideas for events and occurences. I'm just wanting to make this world a bit more defined.
Thanks to anyone who helps!
Creating a world!
Doing a homebrew world, and prepping to introduce it to a new group. However I find myself running into a block in terms of more specific traits of the world.
What I'd like from the community:
Ideas, suggestions, pointers, etc.
What I've got so far:
Geography:
The 'world' is comprised of a very large continent(about 1.5 times the size of Australia) located just north of the planet's equator. To the south-east of this continent is a somewhat smaller landmass (Australia size) comprised of mountains and desert. To the southwest lies another landmass of comparable size (again of Australia dimensions) comprised of lush forest-lands and open plains. Between the two southerly landmasses lies a large island (Greenland-sized). Given the setup of the landmasses, the farther south one travels, the colder it gets. To the extreme south (named the Sea of Fog) supposedly lies a mysterious land of strange creatures and queer folk. (Duhn-duhn-duhn!)
The main political power, 'the empire' comprises most of the northern landmass. Multiple kingdoms and nations comprise the southwestern landmass and the southeastern landmass is wild for the most part, above ground anyway. Below ground, the Gnomish/Dwarven nation reigns supreme.
Now:
This is a 'world' settling into a balance of sorts. A large war only recently ended about ten years before and the results are still felt. The empire remaining in charge is totalitarian. It is benign for the most part, save for some of its political intrigues and machinations, as well as concerning any remaining elements of the resistance that pop up. The empire deals with them harshly and without remorse. This empire pulls heavily from the classic Roman hierarchy. Emperor, Senate, and so on. Far reaching empire that pulls in cultural influences from the people that it incorporates. Other kingdoms/nations not under direct rule of the empire pay it nominal allegiance or credit. The farther from the empire you are the more its rule is negligible. So in effect outside nations not involved in the war are now getting used to the presence and effects of this empire.
Races
Changes include:
No half-races(half-orcs, halflings, half-elves)
No interbreeding amongst the races, resulting in the first 'change'.
2 new races to replace the missing ones.
Humans - Comprise a great deal of the 'empire's' population, better than 65%. They also are almost entirely the population of the southwestern continent, comprising the ruling race of nearly all of the kingdoms/nations there. For the most part in terms of culture and technology, the typical high medieval level.
Dwarves/Gnomes - Offshoots of the same parent race, Dwarves and Gnomes are cousin races. They intermarry and relate, but no offspring results. The Gnomes generally have roles in service and government, the dwarves in industry. No pigeon-holing here, obviously there are exceptions. In terms of culture and technology, set up to renaissance times with a heavy Byzantine flavor.
Elves - A race near extinction. The elves previously held the role of most prominent nation/race in the known world. After warring with the 'empire' they now are reduced to perhaps 10% of their population as of 50 years ago. They live in small secluded settlements and resent heavily the presence of the empire. The traits of elves are more aligned with their 'fey' heritage than typical fantasy. Mysterious and rare, they are looked upon in awe by your typical farmer. Much more akin to low medieval in terms of culture and technology. Again, fey influence is accentuated.
Z'ard - A lizard race, this is a homebrew creation mimicking some of the traits of the lizardfolk race. Heavily influenced by nomadic cultures like the Native Americans and Inuit and Mongols. Worsippers of the elements and nature, the Z'ard are an ambivalent race who seek to simply be left alone. They are found nearly anywhere in the world and are tenacious foes. Low medieval and very Native American in flavor.
Towr'an - The race that comprises the chief motivators of the 'empire'. A minotaur race based on the Dragonlance minotaurs. They are the ruling class in the empire and their stature and nature reflects their culture. Heavily Roman influenced with like technology, although they are beginning to incorporate gunpowder and steam technology based on dealings with the dwarves and gnomes.
Mystery race - Up in the air in terms of this. I'm thinking maybe Xeph, or some human-appearing race. Virtually extinct as far as the current races are concerned. However, they once held power on the level of the Towr'an and the Elves previously. They can pop up sometime later.
Religion
All the civilized races have pantheons they worship.
The Dwarves/Gnomes have a Light/Dark different sides of the coin gods.
The Minotaurs have a Triumvirate, representing a triangle where each point represents a god who balances out the other two.
The human nations worship the Fates, based on North, South, East, West.
There are three Elder Gods that I will work on that, for the most part are unknown by the common populations.
So, what I'm looking for here is assistance. Given what I've provided so far, help flesh out a nation/race. Supply ideas for events and occurences. I'm just wanting to make this world a bit more defined.
Thanks to anyone who helps!