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Post by Jongluer on Jan 14, 2005 23:38:36 GMT -5
this is all technically important, it just depends upon how much import you put on it....
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Post by Jongluer on Jan 17, 2005 20:13:47 GMT -5
Bazavluk: The tale of the Halflings is an interesting one that begins in the history of the Giants, the Giant Empire was a large one, and the Giants themselves were a people who did not have time to do the practical things that were needed to keep society running, what they needed was a slave labor force, and this force would be found in the Halflings. Halflings were small, plentifuly and to a giant, easy to grab and bring home. The nomadic Halflings already roamed throughout the Giant's lands and so they were soon grabbed and turned into slaves. Many people say it was watching their Giant masters that taught them the skills of smithing, warfare, magic, and of course fuedalism. The Halflings were considered a very good labor source, they were fast, rarely seen, and able to handle the simple tasks Giants couldn't be bothered with. Eventually though the Giants disbanded, but of course they had released demons upon their homeland, and eventually this turned into demons being released upon thier slaves. THe Halflings were slaves once more, but eventually a group of great warriors appeared and rid the Halflings of the Demons, these people were considered of "Holy Blood" and were given the right to rule the Halfling people. As the Holy Lords expanded and solidified their nation with great armies and Warrior-Leaders known as Samurai, they encountered the Gnomes, who had settled upon the ancient burial grounds of the Halflings, though the sites had not been used since before the Enslavement, they were considered sacred in the minds of the Halflings, over the course of history many wars were fought over control of the holy lands, each time resulting in the Halflings returning home after a bloody conflict. As time passed, the Holy Lords descendants became corrupted, using thier absolute power to gain many things, the people became very similar to the slaves they once were, only this time they were working for their Lord. Land was often rewarded to those who did many services for the Lord, and often these lesser lords would squabble between themselves, letting their lands fluctuate as they fought inbetween each other. Eventually, the populace at large became tired of the fact that they were being used to keep their leaders in the lap of luxury while they recieved nothing but shelter and food if they were lucky. An aestetic by the name of Shirai Okina arose during this time, and claimed that if the Halflings could throw off the shackles of oppression they would be able to move forth into a peaceful existance underneath a sun that was forever shining upon them. No one ever truly knew what Shirai meant by throwing off the shackles of oppression or even by a peaceful existence, but eventually interpretations appeared all of which spoke of fierce combat with the lords. A year after Okina's passing, the Halflings began the struggle against the lords. At first it was simple sabotage, and assainations, but eventually it rose into full blown war. Farmers struck at their Samurai rulers, bringing them down with sickles and stolen or poorly crafted Katanas. Eventually multiple armies formed, most of them called themselves Bazavluk (a word from the dialect of Halfling used by the common people, now known as Neo-Halfling, meaning equality), the armies eventually banded and assualted the city of Erano, the leader of the charge was a well known interpreter of Shirai's Scirptures, Alton (his last name was lost to time or non-existent), he slaughtered the last of the Holy Lords with a blade he had personally crafted, the city was dubbed Altongrad (Alton's City), and then began modernization (a process it continues to go through). The Halfling people took Shirai's Scriptues and gave the system they developed from them Communism (System for the Community). Currently, Bazavluk is a place filled with lush farmlands, military bases, and the beginnings of industrial cities. The people are content since every single person is rationed the same amount of food, clothing and shelter, there is very little trade within Bazavluk itself, though it is possible to purchase or sell goods to the Governent if you do not live within the country. For now it seems as if Bazavluk might one day become a mighty nation, and it has already been noticed by many Eastern Nations, relationships between Bazavluk and many nations are tense due to the people s upbeat attitude and the fact that Halflings living outside of the country seem to tell a very different story than its diplomats. Groups of Note: Communist Party: The government is run by the Communist Party, this group says they strive for equality though the way they run their nation, with strict rationing, and conformity often makes people wonder what they think equality is. Shadow Network: The Shadow Network is an organization that works with the government, though one will never find papers on what it does, or if it even exists, anyone can tell you that their main purpose is to stop new ideas from surfacing within the country, and to monitor foreigners. Monks of Saint Ivan: The Monks of Saint Ivan are a group who claim to believe in the works of a commoner during the Rise of the Red Sun, who believed that he was gifted by the creator of the Halflings to lead them to peace and equality, he eventually died in battle, but his message still exists. Of course, the Monks of Saint Ivan are not what they calim to be, in reality they are people of the old nations, descendants of lords and the like, who help people get out of the country, they believe in repenting for what the old world was by helping people leave the new one which is just as bad as the old one. The Military: The Military is one of the largest political forces in Bazavluk, the military provides discipline to the people, and a way for them to be noticed by their comrades. The military strives for modernization and becoming the best of the best. They are in charge of security in every village of the nation and they often tend to be overbearing. Overall, the Military wishes peace for all of Bazavluk, and for the message of Communism to spread to the world!
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Post by Avi on Jan 17, 2005 21:02:22 GMT -5
Ah, it's about commie halflings. Alright. I'll keep that in mind...
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Post by Jongluer on Jan 22, 2005 15:51:04 GMT -5
So after working on this campaign setting for 5 months, I finally realized something on my map, I have a huge ass empty space, no nation, no nothing, it just sits nestled neatly inbetween Diggery Doo, The Dwarf Hold Mountains, and Bazavluk, so I give to you an area known simply as the Land of Chaos!
The Land of Chaos was originally the seat of power in the Giant's Empire, sadly when their magical experiments went to far, their land was turned into a disgusting place, more shadow than land. Overtime it grew back, and as people began to explore the world, it slowly was settled by people who could not fit in with nations and the like. For the most part, ruins filled with the mysteries of Giant civilization are the primary features of this land, along with a few towns filled with people trying to make it in these harsh and unforgiving lands. The largest inhabitants are monstrous in nature, goblinoids and orcs run about here reaping the benefits of the Giant ruins. The common races that do live here generally do so in garrison towns. These garrison towns mainly serve as resting places for Archaeologists and Adventurers who try to venture deeply into the ruins of the Giants. Very little technology or magic flourishes in this land, most of the towns are barely recognized by churches and unless started by a cleric or paladin most do not contain healers. Due to the lands close proximity to Diggery Doo, Namfoodle Engineers rarely come towards this land so no guns or doctors come here. Overall, the Land of Chaos is aptly named. Its promises of glory and riches are often left as promises due to the lack of healing for adventurers, and archaeologists do not have acess to their home universities or colleges due to the remote location of most garrison towns, and therefore never recieve the proper tools or translations in time before they make a simple mistake and end up being killed by a trap.
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Post by Jongluer on Jan 22, 2005 22:53:37 GMT -5
So for those of you who still have yet to notice, I have been painting things in broad strokes and slowly going into more detail about the world as we move on, so now I have turned my attention back to the city that made me fall in love with my own campaign setting, Caladon: The Cosmopolitan City you all know and love.
This post is about how Caladon is not really organized for easy travel, and it details three points of interest....
Old Caladon: Old Caladon is filled with buildings and keeps, most of the roads are cobbled, and some of the houses are still thatched, overtime, the aristocracy congregated here, and it is home to most of the mansions in the city, though a multitude of aristocrats tend to stick towards areas near the docks, and other major trade areas.
Foreign Strips: This isn’t as much an area as it is an assortment of areas. The Foreign Strips or Bulges, mainly sprouted amongst Old Caladon, almost forming a ring, but as the city expanded and grew, multiple more little foreign areas sprouted up leading to the idea that Caladon is literally a melting point. Little Namfoodle, a small Gnomish Engineering community is the most well known of the districts since it is responsible for the recent influx of industrialism.
Merchant/Trade Districts: Places like the Docks or The Bazaar are merchant districts, they often have crafters, distributors, import/exporters all situated amongst each other, vying for attention amongst the people passing through. Many people who made their fortunes off of trade still live here in penthouses and the like. Merchant districts also have a seedy underbelly that is a constant force in its taverns and clubs, crime syndicates seem to have their hands in all the dealings of the city.
University of Caladon: The world renowned university, is currently a city spanning center of learning situated in a short walking distance of Old Caladon. The University teaches a number of subjects, its most prominent subjects are science and history, though linguistics, business, and art are also large colleges within the university. A few buildings are outside of the main offices/classes these include the Business college and most of the dormitories.
Shaded Areas: Every thing has a dark side and Caladon is no different (in fact many might ask where Caladon’s light side is). Throughout Caladon, are a large number of shantytowns, and red light districts. Since prostitution is legal, many of these areas hold registered brothels and medical practices designed to benefit those who have lots of sexual intercourse. The shaded areas of the city are numerous and spread out throughout it all, the largest of them is a concentration of bars and brothels around the Caladon Military Base. Many crime syndicates such as the Dire Wolves, Black Skulls, and Bloodied Hands thrive in these zones but they often try to keep their actions quiet.
Caladon Military Base: Caladon has always had a standing volunteer military situated at the Military Base. The Base is situated near the docks (ease of access to the small naval shipyards), and contains a large drilling area, classrooms, barracks, and offices. The area surrounding the Military base is economically dependant on the base’s young soldiers desires and willingness to spend money. Recently the Scurons have expanded the military and are turning it into a well-disciplined force as opposed to the slightly lax peacetime force it always was. Note: The Military and Guards are two separate entities, though their units are often nearly interchangeable.
Points of interest:
Statue of Lady Caladon: Outside of the Old Keep that now houses the current government in charge of Caladon, is a well-known tourist attraction, the statue of Lady Caladon. The Statue depicts her standing tall and looking out onto the bay, some say that the eyes glitter with the hopes and dreams of all that live in Caladon, or so the caption reads.
Monument to Saint Soltan: The Church of Pelor though not an active participant in Caladonian politics, has always been an omnipresent force in the city, and a few decades ago a young cleric of the Church by the name of Soltan Beyfa set out to make the city a safer place for the people. He healed the sick, provided food for the poor, and took money from his own pocket to build places for the homeless, the man worked miracles on several occasions, he endowed the laborers of the kitchens and construction sites with the ability to not succumb to fatigue for an entire year, allowing them to finish much more than just his projects, this resulted in an economic and building boom for a short while. He single-handedly stopped a deadly plague from over-running the city. His final act, the act that resulted in his death was to put a powerful spell of bounty upon the land around Caladon (the lands that supplied it with food) so that they would always be able to produce enough food for the ever-growing city. With an ever-present smile, and kindness to all races and people of all walks of life, Soltan was not only a true Servant of Pelor, but also a true Caladonian, in fact a common saying among some of the slightly faithful in Caladon is, “May Soltan watch over you.” A Monument was erected at the Cathedral he worked from, and it is not only a tourist attraction (due to the fact it is built out of metals such as gold, platinum, copper, and embedded with diamonds and other gems) but also a site of pilgrimage to those involved in with the Church of Pelor. . Ancient Ruins: The most important parts of Caladon rest below it. The city of Caladon was built atop the ruins of an ancient and unrecorded civilization that many people can still barely understand. They had access to powerful magic, though it is hard to determine the power source of such magic, and though the ruins are plentiful, and the language and magic corresponds with that in the ruins of the Barrier Desert, it is obvious to most of historians, that the Barrier Desert Ruins share no corresponding time with these ruins, leading people to wonder if they were independent groups or similar. One thing known about these ruins, is that the people were religious other than that most of the ruins are filled with unanswerable or just unanswered questions.
As a note, most of these places are located in more than just one area, such as Merchant Districts seem to congregate around large Guildhouses, and such. Also the foriegn areas are right next to each other or just nestled in areas of "regular" Caladon. One might ask what the residential areas are, and where are all of the temples and such. Well residential areas are omnipresent, many homes are above or next to shops, and the like, and temples are intermittently placed throughout residential areas, normally corresponding with some sort of local preference (noramally racial, or just what happens when like-minded individuals congregate in the same spot).
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Post by Avi on Jan 22, 2005 23:18:17 GMT -5
Wow, that was so useless, I almost didn't feel like commenting on how useless it was...
...almost.
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Nightleo
WOW! You just got your first magical weapon!
"Look, that rabbit's got a vicious streak a mile wide! It's a killer!"
Posts: 39
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Post by Nightleo on Jan 23, 2005 21:32:53 GMT -5
So... what do I roll to find out in how much time Mark will post something useful?
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Post by Avi on Jan 23, 2005 21:44:00 GMT -5
Somehow, I know that on Wednesday, we'll hear "Well, you should've read the boards!" about 3 times.
Steve, if you're reading this, instead of "studying" for your regents, please print some useless shit out.
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Post by Jongluer on Jan 23, 2005 22:35:01 GMT -5
One session has yet to go by where I haven't muttered that under my breath let alone said it out loud, what makes u think wednesday would be any different...
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Post by Beeb on Jan 24, 2005 14:49:26 GMT -5
^That's true. We're always hearing, "Well, you should've read the boards, you lazy bums!" at the meetings.
And Avi's a really good influence. Don't study, print useless stuff out instead! Do you really beleive that I study for any test Avi?(besides some Math and Spansih)
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Post by Jongluer on Jan 24, 2005 22:23:37 GMT -5
Scuro Capital: Black Keep Population: 5, 500, 000 (65% human, 8% Dwarf, 8% Gnome, 6% Elf, 4% Halfling, 4% Half-Elf, 2% Half-Orc, 1% Other) Exports: Manufactured Goods, War-Related Goods, Magical Equipment, Literature, and Heavy Industry. Nation of Scuro: From the city of Caladon to the Dwarf Hold Mountains and from the Loran Steppe to the coast of the Frost Fallen Sea, lies the land of The Black Countess, most commonly known as Scuro. The land was settled millennia ago by the ancient race whose ruins dot the land, though they disappeared a long time ago, the land was inhabited by other humanoids, orcs roamed the cold plains, thick evergreen forests, and even some areas of the tundra, and of course barbaric humans traveled the land for centuries, though mainly the borders of the Loran Steppe, and the coastal tundra. 9 centuries ago when the exiled lords of Arthuria, came to the north, one of them settled upon a peak over looking the Frost Fallen Sea, this man was named Baron Neroka, like the Red Dragons of old he looked out from the peak and down across the tundra, to the taiga, and some claim even to the Loran Steppe, and then out across the sea, in his head he saw the land united under his reign (or that of his descendants), he set forth and built a keep out of the area’s black slate and soon raised armies out of those loyal to him, and from the tundra-dwelling barbarians his people captured. His black-clad men seemed to move like a swarm through the land taking over barbaric villages and most areas of import (such as ruins which were often held by monstrous humanoids), soon enough he had carved his nation from the land, made pacts with the Dwarves he met (who supplied him with much metal for armor and weapons), and built ships capable of sailing through the Frost Fallen Seas, some even believe that he or one of his sons went out to the sea and built a city upon a great iceberg, though no one has ever been able to prove this factual. The nation has been regarded as a land where the people are oppressed, and bound by tyrannical laws, but this is not true at all. The people of the land though not free completely, are certainly able to pursue most endeavors and are free to leave the land if they so wish, and the laws are very loose and vague, which allow for many interpretations, some of which go to the extreme and end with prisoners being devoured alive for stealing bread to feed their family, to a person being allowed to keep said bread. The people in the land are very proud of the nation, even ethnocentric at times, then again their strong army which just two years ago captured Caladon (a hard task, Caladon is very well-protected and more than just the small city-state’s army rose to defend it) and they have been able to quell multiple monster uprisings over the years, plus they are the only nation to have ever come to peaceful terms with the Dwarves of the Novia Clan (a group of stoic, arrogant, and easily agitated Dwarves who have never attended a clan conference in their whole history) of the great northern peaks, certainly the arrogance of the Scuron people is well-founded. For the most part the nation of Scuro is a well-fortified land, mainly filled with farmland, ruins, and tundra. Though militaristic, it is still peaceful (as can be seen in Caladon and select towns), the nation’s most recent leaders have turned their attention to the power of arcane magic, and it is whispered in other lands that they have even created magical weaponry, though this is only rumor, their largest competitor for anything is the Frall of the Mind’s land, who oppose Scuro on many different points
Industries Scuro has always been one of the leaders in military production, since a large amount of their economy supports their standing army they seem to have been able to produce both quantity and quality in their weaponry, making cheap and effective weaponry that is often used in many areas outside of the country. Also, the country having always put heavy emphasis on arcane lore, produces a large number of useful alchemical substance and potions that are shipped about the world. The country being one of the few places home to artificers has also been able to produce cheap scrolls and wands that make quite a large profit in most areas. The small amount of towns in Scuro normally are home to a small factory in which raw materials are processed and turned into everyday goods that not only are spread throughout the country but to the rest of the north lands as well. Finally, Scuro’s recent addition of Caladon has brought them an increase in manufactured goods and for the first time industrial goods such as ships and processed metals, an odd Scuron export are books and other literature, Scuro has always had several large printing companies stationed in its borders and the acquisition of Caladon has increased this amount two fold resulting in Scuro being one of the major book producers in the world.
Life and Society Scuro despite it’s industrialization is not balanced between urban and rural areas. For the most part, Scuro is barely conquered wilderness. In most of the country is farmland and hunting zones that support Scuro’s large population, in the north are multiple small fishing villages, and placed throughout most of these towns are small factories that produce Scruo’s manufactured goods. The average citizen of Scuro has two job options in life, laborer or soldier, both of which are useful careers. Laborers gain training in multiple fields including farming, fishing, and tinkering, Scuro might at first seem very low-brow but if one does speak with the citizentry one notices that most of the people in Scuro can boast that they are literate in at least two languages and are normally up to date in current world news. Soldiers are considered to have a sweet life since most of their needs are met by the government, also Soldiers are trained for life outside of the army normally learning about smithing so they can turn to that field when their service is over. Scuron soldiers are also more prepared for battle than their counter parts they learn military history, tactics, and how to use multiple weapons some of which are of foreign origin. Overall, the standard of living in Scuro compared to other nations is high.Scuro does boast a small city, Black Keep its capital. Black Keep is home to most of the war machine that keeps Scuro running and protected, it also houses a large amount of industries within its walls. Black Keep being the capital it is also the area in which the government is situated, every aspect of the government is controlled from the castle that gives the city its name and expands out across the well kept roads to other pieces of Scuro. On another note, Scuro also controls Caladon. Weather wise, Scuro has a temperate climate for the most part. In the north it is cold, and winds from the Frost Fallen Sea assist in cooling things down even more, leaving some areas such as the city of Black Keep covered in a light dusting of snow all year round.
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Post by Jongluer on Jan 24, 2005 22:24:04 GMT -5
Government and Politics Scuro is ruled by a monarch who is referred to either as Baron or Countess currently the leader is the young Tristyn Neroka who has been dubbed The Black Countess. The Black Countess rose to power by impeaching her father and dispatching her older brother (this is just a tale in actuality she seized power with a military coup). The Countess as others before has been is advised by a panel of elected officials, though the Countess does not have to heed their advice in the least. When dealing in foreign affairs Scuro is often seen as aggressive, and dangerous. Scuron diplomacy follows a simple code: Go for the kill, use cunning and guile, but always aim for the kill. In other words, Scurons stop at nothing and will stoop to the lowest forms of action to get what they wish.
Power Groups For the most part, Scuro has little in the way of internal politics, most leaders rarely give up enough power to let others call the shots, and they have very rarely made wrong decisions that would stir others against them, therefore the powers that work within Scuro (Caladonian Politics and Power Groups are placed in the Caladonian Sections for obvious reasons) are small.
Scuron Throne: The leader of the nation and whatever high-ranking officials he uses are the main political force in Scuro. The ruler controls everything but local law interpretation.
Scuron Military Branches: Scuro being militaristic, the army carries quite a lot of political weight. If the army ever refused an order, Scuro could crumble into civil war. For the most part, the Military keeps the peace in towns, they intimidate other nations into doing as Scuro wishes, and they defend Scuro from internal monster attacks, if these actions ever ceased all hell would break loose, and they know it. The Scuron military only acts when they believe that a major problem for them could arise, so in general, Scuro has remained at peace for the most part because the army didn’t want to lose a lot of good men.
Elected Officials: Most villages and towns in Scuro are ruled by elected mayors, these people are in charge of local affairs, such as interpreting laws and tax collection. Though the elected officials might seem like small time players, their active roles keep the country going, they control tax flow so their opinions are important and occasionally recognized by the crown.
Dark Fist: The Dark Fists are an elite organization of military personnel who support the information network that allows the ruler to always be one step ahead of everyone else. They move in silence and are completely unknown, all Dark Fists answer directly to the current ruler of the nation and are extremely loyal to the crown.
Religion For the most part the people of Scuro aren’t actively religious. Those that are normally pray to Boccob, god of Magic, or Pelor, God of the Sun and Healing. Overall religions don’t carry much weight in Scuro as the people are more focused on the present, near future, or their children’s futures, not their personal spiritual future.
Major Settlements Caladon: (2, 500, 000 people), there is too much to be said about Caladon here.
Black Keep: (950, 000) The nerve center of Scuro, Black Keep is located far to the north and is generally kept incased in snow all year round. The people are generally happy, and live good lives. Most of Black Keep’s population are military, laborers, and servants who work for the Scuron Officials. Overall, Black Keep’s only alluring qualities are that it provides a stable working environment and good living conditions (as long as you don’t mind the cold).
Important Sites For the most part, Scuro is a very bland place, besides the ruins of an ancient civilization there is not much here, overall Scuro is widely covered in wilderness which surrounds farmlands and villages, what rests in the wilderness besides the ruins and forest animals is widely unknown.
Game Mechanic Translation: How does this all translate into game mechanics, simple- 1. Most people in Scuro are Experts not Commoners, and they have a slightly above average intelligence rating. 2. In Scuro it is quite cheap to purchase military equipment. 3. Laws can seem to shift from town to town, always be cautious. 4. A town is more likely to have a Doctor or Healer than a Cleric. 5. Moving outside of government protected causeways is dangerous.
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Post by Jongluer on Jan 24, 2005 22:28:16 GMT -5
Also, for those wondering, Yes, that post on Scuro is the first in the final stage of in depth-ness. I will now be stepping up production to give you lovely posts on the nations much like that one, it is boring and long for me too kids, but bear with me and soon enough we might actually have something to call a campaign setting by the summer!
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Nightleo
WOW! You just got your first magical weapon!
"Look, that rabbit's got a vicious streak a mile wide! It's a killer!"
Posts: 39
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Post by Nightleo on Jan 24, 2005 22:44:22 GMT -5
What's "other" in the population stastics? Is that, like, Half-gnome-quarter-Orcish-quater Elf? Or something else entirely? ... Does that really matter at all? Does anything matter? What really happened to Atlantis? Does it even exist? Should I stop having so much caffiene?
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Post by Avi on Jan 24, 2005 23:08:37 GMT -5
Lauren: Did you fucking read all of that?
1) No 2) No 3) Abducted by aliens, duh. 4) Not anymore 5) No
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