Showing posts with label Geography. Show all posts
Showing posts with label Geography. Show all posts

Sunday, March 30, 2014

More On Ea-Reth Politics

Not quite happy with the simplistic nature of yesterday's post, I write more on the subject today.

Kuln City Population 52,798 -The surrounding area has a population spread of 55 people per sq mile. Total Pop of City state = 55 x # of sq miles = 55 x 150 x 150 miles = 1.2 million people. This is based on research from here http://www222.pair.com/sjohn/blueroom/demog.htm. Kuln is surrounded by 21 mid sized towns and 3500 small villages. 43% of the land is used for agriculture, the other 57% is uninhabbited consisting of forest, rivers and lakes. Villages are within 1.5 miles of each other. Towns are 20 miles apart.

After the collapse of the Marsonite empire, refugees flocked to the protection provided by Kuln. With no central government the nearby towns and villages also turned to Kuln. Kuln who had subsisted by purchasing food and wares from the villages found its people demanding those services returned. The dwarves had no choice but to extend their rule outside the Rift. The Council of Thanes responded by establishing its border from Red Falls to the North along the Red River until it met the Azure River in the West. The eastern and southern border is formed by the Ash Mountains. The increased population and government required the city to expand outside the Rift. A multi-ringed wall was built and extended over the hundred years following. With other races came Temples of Foreign Gawds and an increased need for law enforcement. To govern and regulate the commerce of the populace the feudal and guild system of the Marsonites was adapted to the clannish system of the Dwarves.

Peerage of Kuln
  • High Thane
  • 4 x Thanes of the Clans
  • 16 x Cheiftains of the Dwarvish Houses
  • 3 x Marquis of the Marches, Red, Azure, Ash
  • 21 x Counts
  • 96 x Barons - 63 of various baronies, 33 heads of guilds
  • Manor Lords, Baronets of Guilds
  • Sheriffs, Knights, Housecarls
  • Magistrates, Mayors, Reeves
  • Gentry, Goodman, Goodwoman, Tax-Collector
Kuln Class Structure Dwarven

Upper

Royal House

Clan House

Upper-Middle

Craft Master

Craft Apprentice

Lower

Non-Clan

 

Kuln Class Structure Non-Dwarven

Upper-Middle

Noble, Aristocrat

Guild Member, Non-Noble Merchant

Middle

Clergy

Landed Freeman

Lower

Un-Landed Freeman, Peasant

Serf

Slave, Indentured Servant

 

Village Life

The masses of lower classes live on the toil of their back. They raise animals and farm on land belonging to a feudal hierarchy of nobles. A manor lord typically oversees several villages. A sheriff, mayor or reeve oversees the village. The lower class lives on and works the land. Typically they own no property. Not the huts they live in nor the tools they use to work with. Most of what is grown is taken to town markets for sale. What isn't sold is the food for the lower class. The overseer takes 90% of the revenue from these sales. The peasants split 10% for next years costs, tithes to the church and 1-2% for odds and ends. The overseer keeps 5% for himself and 3% to pay experts in the village for the next year. 82% is kicked up to The Lord Manor. The Lord Manor takes 8% for up keep of his estates, knights in his service. 74% is passed up to the barony. The Barony takes 12% for himself and his knights. 62% is sent up to the Count. The count claims 18% for road upkeep and protection, his estates and his household. 44% is received by the Marquis. They claim 20% for diplomatic and military purposes, and upkeep of estates. 24% is sent to the Thanes. 5% is taken by each thane with the High Thane taking an additional 4% for his house.

 

Guilds

  1. Advocates, Lawyers
  2. Guardsmen, Prison
  3. Scribes and Printers
  4. Cobblers, Tanners and Furriers
  5. Carters, Carvers, Carpenters and Coopers
  6. Painters, Plasterers, and Sculptors
  7. Armorer, Blacksmiths, Silversmith and Tinmen
  8. Weavers and Clothiers
  9. Thatchers and Bricklayers
  10. Mercantile Houses (Transporters, Wagonmasters and Lightermen)
  11. Beer Sellers, Wineries, Inns and Taverns
  12. Masons
  13. Pathfinders and Rangers
  14. Fletcher's and Bowyers
  15. Bakers, Cooks, and Chefs
  16. Apothecaries, Doctors, and Alchemists
  17. Artificers
  18. Magic Users
  19. Bounty hunters, Mercenaries, Warriors, and Fighters
  20. Butchers, Fish Mongers, Hunters, Trappers and Slaughterhouses
  21. Bookbinders, Bleachers and Booksellers
  22. Locksmiths (Thieves Guild)
  23. Seamstresses (Prostitutes)
  24. Barbers, Bathers and Beauticians
  25. Chandlers, and Luminaries
  26. Mercer, Haberdasher, and Textiles
  27. Architect, Engineer
  28. Dyers and Fullers
  29. Engraver and Jewlers
  30. Glassblowers
  31. Moneylenders
  32. Potters
  33. Messengers, and Criers
  34. Gravediggers, Ratcatcher and Wastemen (Unofficial guild)

 

 

 

 


Thursday, March 27, 2014

World Building in 30 Days - Economics and Politics

http://boardgamegeek.com/thread/565461/cartoon-caption-winner-wood-sheep-r-a-k-rickkeule

Fighting for peace, is like f***ing for chastity

― Stephen King, Hearts in Atlantis

Northern Ovelesk

New Arkhosia is the blossoming power of the last sixty years. It rises from the ashes of the Byzantine Marsonite empire that was weakened by the Great War and a series of plagues and disasters. The Dragonborn who rule it where the remnants of an Arkhosia that collapsed after the war with Bael Tuarth towards the end of the fourth age. New Arkhosia controls most of the lands west of the Molsomarc Mountains. In their minds they have just successfully freed their kinsmen from the tyrannical rule of the Gith in Omarond. The combined might of Omarond and New Arkhosia is in its manpower. Omarond is rich in minerals and timber. Arkhosia has the solid infrastructure of the Marsonite Road and Waterways. In addition it has access to moderate climate and rich soil, perfect for agricultural endeavors which the slave population of Teckla and conquered species work.

North of Arkhosia the Great Plain is inhabited by wild barbarian tribes of humans, orcs and goblins. They trade furs, hunted meat and woven items with Arkhosia. Their forces raid Arkhosia and utilizing viking fleets along the coast.

In the Akiesh Desert at the Northern Western edge of the continent, wild lizard men tribes compete with Khemblin dwarf miners. The Khembin export glass, and in the years before the Spell Plague residiuum.

Torvin is the last city of the Marsonites. Its association with the Khazad Dwarves located nearby make them a center of trade east of the Molsomarc. Minotaur League ships and Blue Elf Calivornias dock here, trading with the Zehir further east, the Amon Ka of Gaidan and Kinder of Kinderland.

Alzehir is a grouping of agriculture towns and small villages joined under a loose confederacy. The ruling council is comprised of elected representatives from each of the towns. Wine and oils are their major exports. Humans and Kinder are the primary species in the area.

Southern Ovelesk

Kuln exports metal working, stone work, glass and gems. Its nearby villages support the city with livestock and grown goods. Timber is taken from the mountain slopes near Neebo and Redfalls. A council of Thanes rule the four dwarven clans located here. With the High Thane chosen on a fifty year cycle.

Riddleport was ruled by a Pirate King until recently. It is now loosely associated with Arkhosia. Riddleport is mainly a commerce center, with its outlying villages supplying incense and wine for export.

Odanis is ruled by a magocracy. Its main export is magical wares. The cities main purpose is to support the Citadel's magical studies. The surrounding villages provide food and sustenance for the town.

East of the mountains large swamps and two deserts are infested with wild elves. The pixie eating Grell and canabalistic elves of the desert compete with wilder and more dangerous fare. The city of Kahlandryl supports forays into this wild area. The land is littered with the remains of the Daganti peoples. Treasure hunters brave the wilds looking for lost magical artifacts.

Yathe

The Yew, Green and Werewoods are strictly protected against foresting. The Elven and Shifter inhabitants live on the land. Their xenophobic response to outsiders keeps most visitors away. Foon Takel and Cosdol are Gith and Elven settlements providing training in the magical arts on Yathe.

Minos produces wheat for export. Their naval forces protect the sea ways and enforce their dominance of the sea. Gullaga dwarves beneath the mountain at Taldras supplies weapons and arms to the Minotaur League.

Thak Tarkas is the primary source of minerals and metal working on Yathe. The dwarven clans here owe allegiance to the High Thane of Karnin. Their alliance with Minos remains intact though they no longer support Omarond.

The mud plains of Gnot Arc are inhabited by goblin kin. They eek out an existence on the scrub and insect population. Raids into other territories are common.

Ille Torassis is an island kingdom off the coast of Yathe. They compete with Riddleport and Minos for shipping. The fast and light Elvish vessels called Calivornias are the quickest vessels on the sea.

Stygia and Gehenna are both regions of danger for travelers. Stygia is the land of the undead. Its vampiric rulers have experimented with mass manufacturing and farming to little success. The Council of 13 rules the land. Zombie and ghoul slaves see to their masters whims. Food is brought in from the human farms north of Gehenna. Here humans that worship the vampires are raised for food. They lead a miserable existence on the edge of the arctic circle. The remainder of Gehenna is now the plague lands that was once the homeland of the giants. Only a few giants survived the spell plague. They are a scattered people. Adventurers willing to risk it can find many treasures both of the giant kin and the old Qal Met empire.

 

Wednesday, March 19, 2014

World Building in 30 Days - Subspecies Pt 2

Yesterday we covered the Second and Third Sunderings for the Mae and the Yae. Today we will finish off the remaining groups the Drae, the Tae, and the Fae/Vai.

Second and Third Sunderings Continued

The Tae

The Tae are the chosen of Aeres. They grew wings, gained great eyesight and established a home in Torroskar. Before Seelian Coil destroyed their homeland they rode the air currents high above the Lake of Fire. On the Lake's shore the Pey and the Tanni dwelt. Those that had served the Gawds at least. At the end of the dawn war a portion of the Tae's land was given away. This angered the Tae greatly and unlike the Mae they wanted nothing to do with the interlopers. Unfortunately, the interlopers did not feel the same way. They took to taunting and torturing the Tae. The Tae were divided on how to respond.

The Kenku, wished not to respond. The Ka-ru true to their predatory nature wanted to attack. The Corbies and the Ore-ru decided not to commit. In the end the followers of Ka won the debate. A desperate costly battle was fought. The Tae won the day and ever after they were known as Torrians amongst the free peoples.

In Ea-Reth the Kenku race is a sub-race of the larger Torrian race. Corbies, Kenku, Ore-ru, and Ka-ru all live in Tael Tor. Kenku are raven like creatures, Corbies are crow like, Ore-ru are vultures and condor like, and Ka-ru are predator like eagles, falcons, owls and hawks. Tael Tor is the remnant of Yathe that was scooped off the face of Ea-reth. Here on pinnacle rocks rising from the sea, Torrians build their cities. The other sub-races don't often leave the safety of the rocky dwellings, called Torroskar. The exception being the Kenku. Kenku travel the world as messengers. Any vocal sound heard by a Kenku can be duplicated exactly. They are unable to improvise in any way. Their unique vocal talents have made them trusted messengers the world over.

The Drae

After the First Sundering, the Drae had morphed into bipedal humanoid reptilians. The Drae inhabited the land of Omarond, from the Plains of Ash to the tropical rain forests west of the Plateau of Fire. They were the chosen of Feydyakhan in the First Age and the foot soldiers of Gerand in the Second Age.

During the time of Feydyakhan, the Drae consisted of eight nomadic tribes. They roamed the land stalking prey far and wide. At the summer solstice they would gather all the tribes on the Plateau of Fire. Here a great feast was held and sacrifices were rendered up to Feydyakhan. At the beginning of the Second Age Gerand appeared to them as a many headed dragon and spoke of a future in which the world would be controlled by them. In order to achieve this he demanded their oaths. Three of the tribes refused, five accepted.

Gerand laid a dark curse upon the three tribes that refused. The tribe of drake grew large, they fell onto all fours. The largest turned on the smaller and sated there hunger on the lesser of the tribe. The tribe scattered into the wilds of the forest. The titanic beasts turned their sight east and crossed the Molmar into the Greenwood. With fire and the tramp of their mighty bodies the great land drakes carved a path of destruction north. When they reached Thak Tarkas the Dwarfs halted their advance, The Wyrm Wars began. The Dwarfs cursed the cowardice of the fleeing Ellu Vai, safely hidden in the deep parts of the Greenwood.

The Tribe of Drago sprouted wings and took flight, for a while they stalked the lesser drakes and drogs. Soon they tired of the game and turned north and came to Gehenna. The fell upon Yant's people. The blood of the giants coursed through their veins and they were misshapen and engorged by the feast. It was not long before they turned on each other. Those that survived flew far afield carving out territories for themselves and jealously guarding all that they claimed.

The Drogs fled deep into the mountains at the sight of their changing kin. The drogs soon gagged as their own stench filled their nostrils. There skulls grew thick their minds growing small. They found dark shelter in the warm caves of the Molmar. They hid themselves and lost all knowledge they once possessed save the core obedience to Feydyakhan.

The other five tribes followed Gerand to the Tower of Run Imar. Here he taught, tortured and changed them as he saw fit. To kobolds he taught trap making and servitude without question. To the Dragonborn he taught war, violence and dark sorcery. To the draegarians he taught the right of might. The draegarians became the slave masters, overseers of all the races captured by his armies. Into the draconians he tortured a cruel pragmatism and gifts of flight. Finally, the dragotha he shaped to meet the Fae centaurs and cat-taurs in battle.

The Fae and Vai

When Tyr was destroyed and the Feywild and Shadowfell formed those who dwelt nearest Eglain were caught in the change. They became creatures that experienced all worlds at once. The Fae are those that dwell in the Feywild but see Ea-reth and the Shadowfell, the Vai those that walk in Ea-reth but can see the Feywild and Shadowfell. The nearness to Eglain determined the degree to which these creatures could experience these realms.

Gnum Vai or grey elves are most often called gnomes today. They were in the grey hills south of the green wood.

Ellu Vai or green elves are also called wood elves. They were in the greenwood at Tyr's death.

The Ellu Fae are high elves, lesser Sidhe or sometimes called Eladrin. They live in the Feywild but can see and cross over into Ea-reth. The Ellis Fae are the Sidhe, powerful Fae that were worshipped by man and gained power from belief magic. The Sidhe have taken on the form of nature and the elements. They care little for the mortal world.

The Sutis Vai are sea elves, or blue elves. They were on the shore of the Shargain. They are rarely encountered but are masters of shape change and trickery.

There are three races of elves that are called the Kai or betrayers. Their true names have been struck from memory and are only remembered for the actions they took during the Kinslaying during the Third Sundering. All Kai were twisted by their treachery and lost the beauty they once had. The annals of the Sidhe record the end of the Kinslaying and the prophecy concerning it as below:

The Ora and the Auri came next defending their actions in the Kinslaying with the lies Gerand and Laski taught them. Tyr frowned at this. So angry was he with their words that he called them Kai in the language of the gods and traitors they were. The Auri Kai fell to the ground their bodies the color of the ash as a reminder of what was done to the land of dreams. The Ora Kai became twisted like the trees of the land of dreams. There skin took on the color of sickly bark. Both races of Kai then fled from Tyr’s sight into the deep and dark places of the world. Tyr troubled by his own anger sent gifts to these fleeing children. The Auri he gave power over darkness and the flame of purple light that they might find security in the deep places and a light not to draw dark things upon themselves. The Ora he gave an inner strength to protect them from the sight of the misshapen forms he cursed them with. To both races he gave the sight of the deep dark. The Shadar-Kai he sent deep into the Shadowfell. Their they view the mortal and Fae worlds ever without light or solid form to enjoy their lives. To them he gave power over shade and shadow.

The paths of yew woods, carried fled feet from Aelfhame under Twilight Boughs. The kinslayers driven by the slain. Long shades of the forest chased the fleet footed beyond the reach of Tyr's wroth. Incanters of long forgotten arts sealed doors with stones laden by arcane might. Cold princes and star-skinned knew not soon would sundered cousin reunite with exiled kin. Many travels of wandering stars will pass afore crumbled stone will once again reunite the three to one. When the twilight paths will fade and Aelfhame will return to mortal coil.

 

Tuesday, March 18, 2014

World Building in 30 Days - Races - Er, Subspecies

Biologically race is a bit of a misnomer in D&D. Technically the ability of certain races to intermingle makes them subspecies of the same genus species. However, from an anthropology standpoint race is an antiquated term when referring to physical characteristics and has mostly been discarded. Since, I am going to be talking about physical, linguistical, ethical, social, genetic and cultural divides today, I have no idea what to call this article.

The playable "races" in my world are selected from those mortal races descended from the Ancient Ones. That is to say the majority of intellectual bipedal creatures originated from a single race. They were modified by environment, experience, magic and in some cases choice during the first and second ages.

First Sundering

Ancient history is blurred and muddy. All that I am about to say has been forgotten by all but the Umbla, Gawds and Pey. The Ancient Ones split into five cultures: the Yae, Tae, Vai, Mae and Drae. This transformation made each subspecies distinct.

  • The Yae or northern tribe - hard, stubborn

The Yae developed thick skin. They had eyes like marbled rock with no whites. They developed dark vision and tough stomachs.

  • The Mae or western tribe - sea faring, flexible

The Mae developed skin that adapted to the sun and salt. They had eyes that dilated based on the light conditions. They adapted to their changing environment easily. They learned to build simple ships and search the coast for fish and food.

  • The Drae or eastern tribe - destructive, predatory

The Drae developed hard scales to protect them from the heat. Small noses and nictitating eyelids to limit the fumes and ash. They fed on what they could find - bugs, small lizards and even cannibalising in some cases.

  • The Fae/Vai those that stayed - balanced, magical

The Fae remained closest to how they were created until Tyr's death. The split of worlds affected them most. Some remained in Ea-reth, they could see into the other realms. Others were hurled in the Feywild. A small group found themselves in the Shadowfell. All were infused with Magic at Tyr's death.

  • The Tae the southern tribe - wild, free

The Tae grew feathers and learned to fly. They discovered Flora and Fauna and the northern edge of their lands. Some learned to hunt while others gathered. They made roosts in the pillared formations of Torroskar. Their mouths and feet developed to help them master their diets.

Second Sundering and Third Sundering

Of the Yae

The earliest memories of the Yae is of a not so civil war that divided Thak Tarkas between the haves and have nots. For seventy years bloody skirmishes were fought over the scant food and water found on the surface. In a final bloody battle the followers of Dwar drove the followers of Yant over the Wirdamik mountains and into Gehenna. Dwar's people won but at the great cost of half the population and all the Clan of Dwar. The plains of the Gnotarc flowed with blood and nothing has grown there ever after. Thato land is now a great mudflat.

The victors took the fallen clan's name as their own and became known as Dwarfs. They dug beneath the mountains in search of sustenance putting to use the skills Yero had taught them. Four clans remained Khazad, Khole, Gullaga, and Khemblin. Each clan built a stronghold for they knew Yant's tribe would return.

The Yant fled to Gehenna and rebuilt their strength. Envoys from Gerand found them and taught to them dark magics. The magics caused the Yant to grow in size and power, but it also increased the creatures' rage and hunger. Some grew two heads, others lost one eye and saw their own demise, still others' skin grew grey and their blood ran green. They became known as the Gehenna Yant, later shortened to Giant.

Of all the Yant only Kollath forbade the practice. He did not trust Gerand's words and after a sleep of a fortnight he had a vision from Queres. The vision showed a land with Twelve Peaks where food was plentiful and the people could rest. He obeyed this vision and took his people southwest across the Plains of Ash. Many of his people fell to the canabalistic Drae that hunted them. Kollath's people were starving, many had died of thirst, and more had been taken as food or slaves. Kollath faced a full out revolt, many turned back, others turned to the dark magic of Gerand to free loved ones. Only a quarter of those who set out remained loyal and survived. These few arrived in the Valley of the Twelve Peaks. They became known has half-giants to outsiders or Goliaths among themselves.

Those that were caught by the Drae and not eaten were enslaved far to the south. The harsh environment and the chaotic nature of Tal Aer changed them. They grew heads like herd animals; sheep, rams and bulls. It was a cruel twist of fate; having survived being eaten, they were marked as food for all time. In years to come they would escape slavery to the Isle of Taldras beneath the shadow of Mount Minos. Their they would call themselves the Minotaur or Tauros.

The would be rescuers never found those that were taken. They eventually succumbed to the power of Run Imar and grew hair and beards of fire. The rock eyes of these Yae become black as coal. They would rejoin their giant-kin and get their revenge but that tale comes later.

The Mae

The Mae crossed the Bremir and initially settled the area south of the Milpon Hills. The land was fertile and the sea plentiful. The population expanded quickly. The curiosity and sea skill of the Mae soon had colonized the Edras and the lands north of Sutaverkon Mountains. Three distinct tribes developed, Mar so nox, Mar so dox, and Mar so dagaz. Tribe of night, tribe of dusk and tribe of dawn are later translations. Dwelling among the Mar so dagaz was the smaller kin, known as Mao dagaz. The half-light or as they came to be known later the kennari or experts. These tribes are so remembered for many reasons.

The Nox brokered with the Tanni in southern Yathe. They learned much of magic and wisdom from them during the wee hours of night. The Edras where these men dwelt is Tropical and their skin grew dark as night.

The Dox stayed mostly in the semi-tropical realm south of Milpon. Their skin was lighter than the Nox. Their wisdom was derived from that of the Nox and the Twilight Fey, so they are called the Men of Dusk.

The Dagaz were from the far north in the cold lands. Their flesh was lightest and their wisdom learned from the dwarfs and discovered independently. Amongst them dwelt the stunted half-men called kennari. Part dwarf and part men, they commanded power over stone.

Gerand took notice of these tribes. He hated the Nox most of all and ever strove to corrupt them. From man he created the Were (dox turned Lycanthrope), the Nocht (Nox turned Vampires), and later tieflings. Those that were not corrupted set sail over the seas to Ovelesk. The Nox survivors called themselves Marsonites when they landed, but we call them men. The kennari settled in Kinderland calling themselves Kinder, but we call them halflings. The surviving Dagaz settled far in the north of Ovelesk in lands suited to their taste. They became the northern barbarian tribes.

(To Be Continued)

 

World Building in 30 Days - The Map - Done-ish

Ever since Bilbo first handed Elrond the map of the Lonely Mountain I have been drawn to mapping. My very first Sci-Fi story about a race of rainbow colored people from different colored planets of a solar system sprang from a map. What I was six...

The first draft of the Ea-reth world map was done with MS Paint in 1995. The concept was simple but has evolved as has the tools and techniques I have learned in exploring my mapping fetish.

CC2 & CC3

My next foray into mapping my world came when I purchased Campaign Cartographer 2. It's an excellent program and version 3 was even better than v. 2. In these two programs my world first took a realistic shape. The fractal coast line generator was a big help. Eventually my map became so complex that it would crash the program. At that point I exported it and moved on to using some advanced techniques.

Dundjinni, Cartographer's Guild, and Realistic Terrain

In 2008 I inherited my brothers campaign when he deployed to Iraq. Along with that I inherited his Dundjinni Liscence. The folks on the DJ Forums are extremely helpful. In addition, these forums are the single largest repository for top down art and maps on the web. I spent many hours "doll housing" dungeon maps for my virtual table campaigns. Even more time downloading art and chatting with these wonderfully knowledgeable members.

Many of the folks on DJ are also members at the Cartographers Guild. This forum allows professionals to discuss map mapping with each other and us amateurs. The feedback is always constructive and encouraging. They also host hundreds of tutorials and scripts to enhance your map making ability. It was here I discovered the freeware GIMP. I simply adore this program.

I finally settled on a style though I will get rid of the red text if I ever get my hard drive restored. Other than that my map is done. Well, done-ish. My players continue to alter the map, filling in empty areas and exploring the world, in effect defining those lands. I make and alter political, resource and geographical information as the need arises. If you like this realistic style I would strongly recommend Rob A's tutorial.

For more on the evolution of the map go here.

Other Resources

Fantastic Maps

DIY Cartography

rpgmapshare.com

Dungeon Mapping

http://dungeonsunlimited.blogspot.com/

Dysons Decahedrons

 

Sunday, March 16, 2014

World Building in 30 Days - Mood and Setting

The point of today's excercise is to link your story to a locale via climate. I have already done that for this campaign. I will use today to explain and expound on the overall theme of the world and the area I am using.

My current campaign is set in in the Fifth Age. It comes after the Spell Plague and the Withering two subjects that will be discussed tomorrow. Magic is a sparse commodity. People fear it, they are jealous of those that wield it. The world has seen a few large empires but they have fallen apart, plunging the world into a Dark Age that they are just now emerging from. Danger has crept into the spaces between civilization. Civilization is groups of survivors huddled together for safety. The Dark Powers of the world vie for dominance of tiny territories. Rangers wander the wilds clearing paths for civilization to spread. Strong characters can cleave out lands for themselves from these wilds.

At the western edge of Southern Ovelesk stands a large mountain range. To the west of it huddles the small city-states of Kuln, Odanis, and Riddleport. Between them a smattering of villages occupy the former lands of the Marsonites. The fallen Byzantine style empire was once powerful but the Breaking, a horrible plague and the Great War have left the empire only a legend told around camp fires and a smattering of ruins for treasure seekers to raid.

Odanis

Description

Odanis: Last Vestige of a Failing Power

Metropolis: Dread, Dominance, Power

Demographics

Magocracy: Tor Siri

A Citadel stands here. The city ruled by the Tor Siri. The blood mages alliance with the Council of Vampyre failed after the Great War. Their attempt to register magic users was curtailed one hundred and fifty years ago by the Gray Council. The Spell Plague and Withering further limited their reach. The city and a handful of nearby villages is under their control.

The Tor Siri are currently ruled by Xial, the eleventh leader of the order. She is focused on rebuilding the strength of Odanis. Her forces hunt for Vampyre to grow her stock and keep the flow of blood magic alive.

The city itself is inhabited by a smattering of races, humans being the ruling elite. The population is used to seeing magic users but the Tor Siri still pose a danger to them.

Population: 88,299 (Human 95%, Half-Orc 2%, Gnome 1%, Elf Grell 1%, Other 1%)

Population by Class: Commoner - 78,989, Warrior - 4,340 , Expert - 2408, Other - 1693, Aristocrat- 436, Adept - 433

Languages - Common (Eastern Trading Tongue), Mae (Marsonite), Vai (Gnomish, Green Elven), Kai (Orcish),

Local Religion: Temples to Tyr, Draccorrin, and Abyss

Crime/Corruption/Punishment: 4/3/7

Riddleport

Description

Riddleport: Growing Trade Center

Small city: Courage, Freedom, Brotherhood

Demographics

Monarchy (was Band Society): Duchess Reyifor

Once a pirate town, Riddleport pirates raided Minotaur shipments sailing from Taldras to Northern Ovelesk. Following the Omarond civil war, Duchess Reyifor fled here with her daughter. Her husband, a Duke of Omarond, was slain by his brother. The Duchess married Jax Darkhallow the pirate king. Her wisdom grew the lawless town into a strong sea power. The untimely death of Jax Darkhallow, left the Duchess a widow a second time. Her daughter has married a lesser Arkhosian Prince, named Draez. Prince Draez brought legitimacy to her rule and trade relations with the city-states of Arkhosia.

Riddleport controls access to Southern Ovelesk's Underrealm. The city is allied with a group of Auri-Kai that dwell below the city.

Population: 22,219 (Human 37%, Halfling 20%, Half-Elf 5%, Dwarf 3%, Minotaur 10%, Dragonborn 18%, Gnome 7%)

Population by Class: Commoner - 19,365, Warrior - 1064, Expert - 638, Other - 943, Aristocrat- 106, Adept - 103

Languages: Common (Eastern Trading Tongue), Mae (Marsonite), Vai (Gnomish), Kai (Dark Elvish), Yae (Khazad Dwarven, Minotauran), Drae (Draeconic - Omarondan, Arkhosian)

Local Religion: Temple to Abyss, Shrines to Draccorin, Aeres and Yero

Crime/Corruption/Punishment: 9/7/4

Kuln

Description

Kuln: Strong Mining and Metal Work

Large City: Ex Constantia Victoria (In Steadiness Victory)

Demographics

Oligarchy Council based on Chiefdom(Tribal)


Kuln is a cosmopolitan city ruled by a council of five dwarven thanes. The five controlling houses alternate control of the High Thaneship every fifty years. The city itself is divided into two portions, the Rift and the Walled District.

Population: 52,798 (Human 2%, Half-Elf 3%, Dwarf 79%, Elven 5%, Mul 1%, Gnome 8%, Goliath 1%, Other 1%)

Population by Class: Commoner - 46,627, Warrior - 2562, Expert - 1537, Other - 1563, Aristocrat- 256, Adept - 253

Languages: Common (Eastern Trading Tongue), Mae (Marsonite), Vai (Gnomish, Green Elven, High Elven), Yae (Goliath, Khazad Dwarven, Khemblin, Kholen, Gullaga)

Local Religion: Temples to Yero,

Crime/Corruption/Punishment: 3/2/8

The Walled district is built between the two arms of Mount Kügel. A twenty foot thick wall complete with battlements, three towers and two city gates. A series of four temples are dedicated to Yero, Tyr, Aeres and Abyss. They lie on the southern edge of the market square. The market is filled with the prime export of Kuln, forged metal goods. Outlying farms sell their excess grain and livestock here to the inhabitants.

Outsiders are not allowed into the Rift. The dwelling place of the dwarven residents, the Rift is a craggy divide in the mountain Kuln is built upon. Titanic doors and battlements have been constructed across the Rift for defense. Upon entering these doors one is in the residences and work shops of forty thousand dwarves. Built into the sides of the crag, the Rift is segregated into distinct populations. On the north wall the Khazad and sand dwarves, Khemblin, dwell and on the south wall the Kohle and Gulagga or mud dwarves dwell. The mud dwarven than has just begun his rule. Rumors persist that they have kidnapped the Duchess of Reyifor to spark a war with Riddleport.

Tuesday, March 11, 2014

World Building in 30 Days - Climate and Variety

Wet

Red - Tropical - Brazil, Southern India, Korea, Vietnam

Hot and Wet Year Round, Monsoons

In Ea-Reth the region of Omarond is Tropical.

Temperate

Green - Humid Sub Tropic - South Eastern US, China

Dry cool but not cold winter, hot summer with high rainfall

Ea-Reth Western Yathe, Central Northern Ovelesk

 

Yellow - Humid Continental - Eastern US, Eastern Europe

Cold Winter, hot summer, precipitation year round

Ea-reth Eastern Yathe, Central Southern Ovelesk

 

Marine Coast - Seattle, UK, Western Europe

Warm not hot summers, cool not cold summers, evenly distributed precipitation

Dry

Orange - Arid - Sahara, SW US, Western Australia, Mongolia

Extremely hot summers, winter night time temperatures below freezing, less than 25 cm of water annual

Ea-reth - Yathe, Mud Plains, Gehenna, Plains of Ash - Northern Ovelesk, Southern Ovelesk

 

Orange, Arid adjacent - Semi-Arid - Colorado, Kansas, African Steppe, Austraila Outback

Hot and Dry Summers, Cold and Dry Winters, less water than will evaporate normally

 

 

Polar

Purple on Gray - Tundra - North Pole

One month of snow melting temps, but remains mostly frozen the rest of the year

 

Purple - Sub-Arctic - Canada, Siberia

Long cold winters, short cool summers, snow melts after winter ends

 

Gray - Ice cap - Antarctica, South Pole, extreme North Pole

Cold year round, constant or near constant ice cap

 

Saturday, March 1, 2014

World Building in 30 Days - Cosmology

“For me, it is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.”― Carl Sagan, The Demon-Haunted World: Science as a Candle in the Dark

“For Man to tell how human life began is hard; for who himself beginning knew?”― John Milton, Paradise Lost

“The type of nothing from which something can arise is truly something.”― John K. Brown

Today's article is a tall order. Kosmos & Logia - Study of World ie the study of the origin, evolution and fate of the world/universe.

 

Cosmology

i. Physical Layout

ii. Planes

iii. Creation - high level Truth

iv. Creation - Theories?

v. Historical


As a gamer at my core I have some of the D&D terminology in my head as I discuss this article. My players might use this terminology but their characters or any of my stories characters would not.


Physical Layout

The prime material plane, or that existence to which most characters would refer to as the "real world" is known as Ea-reth1. Yathe2 is the largest and oldest continent. The inhabitants of Ea-reth also call it the Old World. The southern part of Yathe was scooped off the face of the world in a cataclysmic event known as the Last Sundering. Five towers were built on Yathe early in the First Age. These towers were each home of one of the first beings, called Umbla. The Umbla have been worshipped as gawds and primordials by different races throughout history. In my mind they are more akin to Archangels or personified forces of nature than deities. More on that in a minute. Ovelesk3 is the other major continent. At one point an ice bridge connected the two continents. After the Second Sundering the ice cap receded and the two continents were no longer connected. Ovelesk is the home of mankind after the second sundering. During the events of the Last Sundering Ovelesk was split in twain (by drifting continents/magic?). The Northern and Southern continents are split by the Gargle Canal, a Red Sea like divide that measures 200 miles at its narrowest point.

Ea-reth - Early Map
An Early Draft

The world is round. The solar system is a binary star system with the primary star being named after Aeres the eldest Umbla and the secondary star Anu El, his wife. Ea-reth has four moons Abyss, Gerand, Tyr and Yero the remaining Umbla. Another seven planets make up the solar system with a total of twenty-one moons between them. Each planet and moon is name for a demi-gawd family.


Planes

There are two "mirror" planes/dimensions. The opening/closing lines from Tales from the Darkside the TV series4 and the battle with the Ring Wraiths at Weathertop and the Fords have always stuck with me. Glorfindel appearing as a shining light in Frodo's vision just screamed awesome to me. 4E's Shadowfell and Feywild contain elements of my view but never quite went far enough in my opinion. The concept of the etheric or ethereal plane from OD&D also contains elements of what is in my imagination. Simply put the things and creatures in the world consist of three parts. The corporeal or material flesh and bone, the spirit or soul, and the creative intellect or magical spark (animus). These three components exist simultaneously in each dimension and different creatures are composed more strongly of some of these elements than others. Fey creatures for example contain more magical energy, in most cases when they die they fade from the material plane and their magical energy returns to the Feywild. They also exist in both the Feywild and Ea-reth simultaneously. This accounts for their infravision and some Fey can manifest fully in one realm or the other allowing them to travel great distances. I will talk more about the effects of planes on the creation of undead and traits of some races in the race article. A +1 sword is imbued with power from two dimensions, a +2 sword is imbued with power of three dimensions. This existence in more than one plane allows it to hurt some creatures that are immune to only corporeal damage.


A quick note on the terms Shadow/Light and Above/Below as regarding planar travel. The planes are not places one can reach by simply walking to or sailing to via normal means. Nor do they exist in space. The terms Shadow and Light refer to their natures but should not be discerned to mean the plane of light is safe or full of tranquil bunnies. Neither should the Plane Above or Below be taken to mean the physical locale. The physical laws of Space and Time work only on the prime material plane. In this plane only Ea-reth and its orbiting heavenly bodies exist. Magical means are necessary to reach these other planes. The easiest to stumble upon is the Feywild due to its innate magical nature. Feycrossings open up at certain times of year, in odd places for inexplicable reasons. Next easily bumbled into is the Shadowfell. Strong negative emotion (fear, hatred, loathing etc.), bloody conflicts, and insanity can all be catalysts for causing a Shadowfall. Shadowfall's are places where the dark realm leaks over into the material plane. Undead and darker creatures can be encountered here. Ghost haunts are common indicators of a Shadowfall. Lastly, are the realms of the immortals. These planes are the hardest to reach. Similar to the Astral Sea, Abyss, Elemental Chaos and the Great Wheel cosmos from various incarnations of DND. These planes are dangerous to mortals without specific cautions being taken. These planes are not definable by human understanding and though any theory documented may be plausible it is impossible to map nor reach a destination multiple times. I will definitely expound on these matters in a future article.


Religion - the Simple Truth

Anrica arose from the Chaos in the Beginning and brought order to it. From Anrica sprang the Umbla. The Umbla further shaped Ea-Reth. This was done via intent, the 5 Towers, War, and accident. The Umbla merged/mated with the Pey and from them the Gawds were born. The origin of the Pey is a mystery even to the Umbla. Anrica created the first race, the Ancient Ones, and when Tima was born they awoke.


The Four Sunderings shaped the Ancient Ones into the Peoples of Ea-Reth today. The First Sundering was caused by the influence and proximity to the towers. The Second Sundering was caused by strife between the races and deliberant tampering by Gerand. The Third Sundering occurred when the Gawds responded to the unleashing of Gerand's creations. The Last Sundering was brought about by Seelian Coil's Citadels ripped power from the Towers and put an end to the Sunderings, nearly destroying the world. The Umbla and the Gawds withdrew from the world after this their power diminished. Their final act was to remove Taeltor from the world and turn its inhabitants into the Primal Spirits that prevent the Immortals direct involvement in mortal affairs.


Religion - Theories

Each Race, Church and Sect has its theories of how the world was created and who created their race.

For example, the dwarves claim Yero is Moradin, the forge lord. They say he fashioned the dwarves from stone and breathed life into them. They revere Anu El calling her the star hanger. They say that she collects the best in dwarven souls and fashions them into gems sewn into the curtain of night.

By way of truth the dwarves were part of the Yae5 a race that went north and were influenced by the tower Karnin. Karnin provided them hard demeanors, and a sense of law and order. During the Second Sundering the Yae split and two new races were born. Gerand spread lies and the Yae-Dwarv6 fought the Yae-Yant7 for food. The Yant proved more powerful since they were aided by Gerand. The Yant hogged the resources, grew tall and strong . The Dwarv soon found themselves hunted by the Yant. Yero took pity on the small and tough Dwarv. He taught them to forge and plant. He showed them how to burrow beneath the ground for safety. The dwarves never forgot the night sky, and soon found gems and veins of precious ore that reminded them of the night sky. They also never forgot their hatred of the giant kin. This is one example of how religion misconstrued the truth behind


History - Outline 1

First Age

· Creation

· Rise of the Umbla

· Shaping of the Lands

· Building of the Towers

· Birth of the Gawds

· Birth of Tima

· Rise of the First Race

· Dawn War

· First Sundering


1. It is a nod to Oerth/Aerth etc. of Gygax as well as a nod to Tolkien's Simarilion where at creation the words Ea were uttered
2. It comes from the KJV bible meaning pinned, pegged and was probably picked up subconsciously reading Exodus etc. Interestingly enough I also found it in the urban dictionary from 2010, meaning god-like. These are both interesting references as creation started here
3. Ovelesk is a play on words from Oval-esque. Originally it was a dream land that contained all things dreamt of by mankind and was roughly oval shaped in its infinity. As the word solidified and things took on a more realistic feel the world changed but the name did not
4. Man lives in the sunlit world of what he believes to be reality. But...there is, unseen by most, an underworld, a place that is just as real, but not as brightly lit... a darkside. The darkside is always there, waiting for us to enter - waiting to enter us. Until next time, try to enjoy the daylight
5. Yae - North in Ancient, Hard in Giant and Rock in Dwarven
6. Dwarv - Dwell in Soil in Ancient
7. Yant - Dwell on Soil in Ancient