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  1. - Top - End - #1
    Firbolg in the Playground
     
    OldWizardGuy

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    Default World Building: The Ancient Seas

    Here's an idea for a Campaign Setting for you.

    The Technology setting is from The Iron Age till the Renaissance Period

    The British Isles: Center of Arcane Magic. The current Kingdom is based on a different outcome of the old Arthurian Myth. Other than Arthur dying, perhaps this Setting's equilavent to King Arthur wasn't mortally wounded, but survived. ((About four generations after Arthur's death in the myth)).
    The Scandinavian Region: Nordic Sagas HO!!! They always have to be militarily ready because they border a mysterious northern region that was once a past Human civilization, which was wiped out by malevolent supernatural forces.
    The Greek Region/Seas (Or Agean, I think it's called). . . : Best all-rounders (meaning versatile) nation.
    The Polynesian/Pacific Isles, plus the Phillipines They are possessors of strong Shamanic traditions.
    And finally, Japan + Singaporesque land. . . A mixture of Heian and Sengoku period Japan.
    The "Singaporesque" country is an excuse to have a Han like China culture involved. There may be an off-map country with the actual "China" involved with a region it lost to "Japan".

    The idea of this Role Play is that the players are traveling the Ancient Seas region in order to _________. (Fill in the blank). For example, Maybe find several ancient lesser and greater artifacts. (Like The Pirates Of Dark Water cartoon series).

  2. - Top - End - #2
    Orc in the Playground
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    Default Re: World Building: The Ancient Seas

    Quote Originally Posted by DarthArminius View Post
    The idea of this Role Play is that the players are traveling the Ancient Seas region in order to _________. (Fill in the blank). For example, Maybe find several ancient lesser and greater artifacts. (Like The Pirates Of Dark Water cartoon series).
    *Tracking the shipments of a powerful magic spice supply line. It is traded and shipped through a complex and confusing series of transactions to obscure its origin. Not even the majority of merchants know where it originates.

    *Retracing the steps of a legendary hero/holy man with a group of spiritual pilgrims in an attempt to gain insight into his life. The true reason behind this is a riddle he left in a poem that foretells the return of a great evil he banished and where the magic weapon needed to defeat him is hidden. All the while cultists and opportunistic noblemen hunt you and obstruct your quest.

    *Traveling the lands disguised as an enemy nations pirates in an attempt to stir up resentment toward them. If successful your own nation will form and lead an alliance of peoples who refuse to take it anymore.

    *Finding and sealing various portals to a parallel world full of demonic fey. The worlds move toward and away from each other over time. As they approach portals form where the distance is narrowest, allowing monsters through.

    *An ancient super volcano is smoking and stirring to life. You must collect one nubile virgin of exquisite beauty from every island to be sacrificed to satisfy the volcano god. Along the way you must negotiate for godbrides, fight off angry relatives, keep horny young men from spoiling the sacrificial virgins, and most of all make sure you get them there before its too late!
    Last edited by Balyano; 2014-03-15 at 07:29 AM.

  3. - Top - End - #3
    Firbolg in the Playground
     
    OldWizardGuy

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    Default Re: World Building: The Ancient Seas

    Quote Originally Posted by Balyano View Post
    *Tracking the shipments of a powerful magic spice supply line. It is traded and shipped through a complex and confusing series of transactions to obscure its origin. Not even the majority of merchants know where it originates.

    *Retracing the steps of a legendary hero/holy man with a group of spiritual pilgrims in an attempt to gain insight into his life. The true reason behind this is a riddle he left in a poem that foretells the return of a great evil he banished and where the magic weapon needed to defeat him is hidden. All the while cultists and opportunistic noblemen hunt you and obstruct your quest.

    *Traveling the lands disguised as an enemy nations pirates in an attempt to stir up resentment toward them. If successful your own nation will form and lead an alliance of peoples who refuse to take it anymore.

    *Finding and sealing various portals to a parallel world full of demonic fey. The worlds move toward and away from each other over time. As they approach portals form where the distance is narrowest, allowing monsters through.

    *An ancient super volcano is smoking and stirring to life. You must collect one nubile virgin of exquisite beauty from every island to be sacrificed to satisfy the volcano god. Along the way you must negotiate for godbrides, fight off angry relatives, keep horny young men from spoiling the sacrificial virgins, and most of all make sure you get them there before its too late!
    The last one looks more like a movie on Comedy Central.

  4. - Top - End - #4
    Ogre in the Playground
     
    Flumph

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    Santa Barbara, CA
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    Default Re: World Building: The Ancient Seas

    okay....looks like a nifty start. What are you looking for? Advice of new regions (Carthage/Phoenicia, the Bugi, Arab/Egyptian traditions, Xeng He style China)? Ideas for expanding detail? Plot hooks?

  5. - Top - End - #5
    Firbolg in the Playground
     
    OldWizardGuy

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    Default Re: World Building: The Ancient Seas

    Quote Originally Posted by sktarq View Post
    okay....looks like a nifty start. What are you looking for? Advice of new regions (Carthage/Phoenicia, the Bugi, Arab/Egyptian traditions, Xeng He style China)? Ideas for expanding detail? Plot hooks?
    Very long time no see Sktarq. :D

    Yes, Ideas for expanding details and plot hooks!!! :D

  6. - Top - End - #6
    Ogre in the Playground
     
    Flumph

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    Default Re: World Building: The Ancient Seas

    Okay a few ideas:

    Firstly. What kind of feel do you want to have? Define it so that you can use that to guide you through the rest of build. Are exploration, and dungeon delving your big thing?...Is the world well mapped? If not why not? How much do yu want to have to worry about food, holdspace etc? Is there magic-if so how common? Are there any movies, books, etc that you want to say are in line with the themes and moods of the stories you want to tell here?

    A semi-regular force that challenges/wipes out island civs. This would give you a source of ruins, uninhabited islands etc in a world where I'd guess living space is at a premium. This could be gods, daemons, geological issues, space bombardment (with resulting tidal waves, possible magical radiations etc), or even an undersea civ going to Mongol cliché style war.

    undersea races. Not necessarily calling for them if the majority of the play area is going to be water players will ask. If DnD based what is going on with the Locath, Tako, Krakens, aboleth etc.

    With highly separated living regions islands of nontraditional race dominance could be easy to create. Also "Lost world" type situations of dinosaur dominance, bird dominance, predatory plant dominance, etc could all be easy to plop in (if using a DnD or PF base look for templates that could be widespread on a given island/archipelago)

    Major Islands...as in Greenland, Britain, Papua New Guinea sized ones. These mini continents would have rather different feel to them than smaller islands but would also be highly sought after and could give opportunities for non-obvious set ups....See the central valley civilizations of Papua New Guinea...unknown until the 30's and containing over half of all known human languages. Its a question of do they exist and what would want to do with them?

    ON REGIONS
    two things come up with your list of regions. Firstly is that it is rather short and the second is that they are all nautical traveler types (which I imagine may be the point) which leaves a question of where they are traveling too. - doesn't seem like there are many homebodies taking advantage of these other people willing to go through the effort to come to them.

    Ideas on Your starting Regions....

    British Isles...May be fun to break up into an archipelago of things like classic Elizabethan England, Scotish Highlands, Celtic style holdouts (with related ruins elsewhere), High middle ages in a "backward but Honor obsessed" type region.

    Scandinavia....Seems ripe for a citystate field type set up. With various jarls pushing individual set ups - perhaps with population pressure driving them to colonize places that others skip-Like Greenland/Iceland equivalents. Which may also act as early warning stations of the alluded to lost nation to their north.

    Japan...Japan was classically seen as isolationist and not one to head places on boats very often (note this is not as true as the cliché would indicate)...Do you want this to be true in your world?

    Polynesia et al....Okay Id say you need to break this greater region up...Its like saying "Europe" for a culture. Break out the Hawaii's or Tongans with their kings and multi island empires vs the Maori warring townships (which would be esp interesting in the Gun Wars, The Lost highlands of Papua, The Raiding by boat because valley walls are too steep Samoas...And that is before you get to inspirations like the boat people of Haiphong harbor on the mainland or even touch the Philippines.

    New nautical region starter ideas

    Italian Renaissance....The original city state system could be easily translated to an archipelago with Mighty navies of Genoa and Venice. the towers and university of Bologna, the banking and backstabbing of Florence and Sienna....Not all of them have to be major naval powers.

    Carthage/Phonecia...With legends of infant sacrifice, lost homelands, colonization and amazing ruins I'd think there may be something to work with here....I know I played around with making a hobgoblin empire based on them...In a Bronze age Africa thread I think....

    Arab/Turk/Egyptian...People forget how the Barbary Pirates and the Ottoman Turks were for many year THE image that the west held of pirates and slavers (Mostly Turks here). And how the ancient Egyptian sailed down the red sea to buy incense in Yemen and then caught the monsoon winds to buy gems and spices in Southern India back in the days of the Pharaohs... Also gives you an excuse to have Dhows and the like.

    Stay at home types....Basically places for you characters to GO more than anything.

    India-Peppers, City states of huge variety, whole interesting group of legends to play with.

    China type nation-Closed off but wealthy nation that when it sends out ships it has done very well but that is rare (perhaps the Japan/Singapore type places are ex colonies?)

    Aztec/Maya style regions....For the dungeon delving and ties to the age of exploration.

    EDIT:
    Flore and fauna: Because of island dwarfism and island gigantism its a easy cue to take your favorite monsters and macro or mini sized versions... things like dwarf elephants, mammoths, and even dinosaurs existed so go nuts. Also giant turtules, giant rats, giant rabbits.

    Other place ideas-but more fantastical

    A region of very shallow seas with only a few inslands. The people may live on the islands but grow seagrass for building, basket weaveing, and for reed style boats. They also herd dugongs/manatees grow seaweed for salads and cultivate fish and shellfish.

    An archipelago dominated by a large stringy island at its center (like Sulawesi/Celebes). This main island is oddly broken up between rocky regions and thriving jungle. This is largely because several member of the local fauna have learned how to eat rock and digest it as flesh. With several varieties - including a moa/tortoise cross, a kiwi wombat like creature, and a highly aggressive cassowary/monitor lizard like creature they dominate the rockier sides of the landscape. The most famous of these creatures has also developed the abilty to channel the energy in the other direction giving the island the nickname of Cockatrice isle. The way these creature saliva basically channels a stone-to-flesh spell has made them a target for commercial exploitation. While certain types have been rarely but successfully transplanted for meat (which is rather foul but good in a pinch) the most valuable types thrive only on this archipelago and their saliva is heavily used in various magical concoctions. From stone to flesh scrolls to giving life and animation to stone golems. Thus a couple small town cling to the boarders of the island in a constant stat of fear...Fear because the highely volcanic islands that surround the main island are prime breeding territory for red dragons from throughout the world. While the females try to each claim a outer island the central main island is a constant battleground for the males trying to win their respect and affection. Between the firey scars left by the dragons and regular volcanic eruptions of the island itself large areas are blasted down to bare stone on a regular basis which is converted to rich soils via the dung of the paleovores.

    An island who trains extensively to control the undead who are used to mine deep sea loads of ore. Skeletons smelt the ore in near lethal heat bands in the home island's volcanic caldera.

    the last two are assuming a DnD/PF system or convertible.
    Last edited by sktarq; 2014-03-19 at 05:55 PM.

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