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Showing posts with label Bright Empire. Show all posts
Showing posts with label Bright Empire. Show all posts
Friday, 16 September 2011
Day Zero, basic map
Here is a map drawn in about 15 minutes using Campaign Cartographer 3 it shows in the simplest of terms of the Skyelund region and acts as the basic players map. Currently it displays the Old Road and the mysterious and cursed Isle Of Zyphan.
Day Zero, mythic places, the Old Road
A great forest runs north to south much of which acts as a border between the coastal kingdoms and the empire of the sun. Rumours that the forest is haunted, plagued by goblins, spiders or woodfolk are always leveled at it. Woodsmen steer clear of it'd depths and nobody can say of anyone who ever returned after venturing into it's interior.
The forest would cause anyone wishing to travel between the north and east to the south and west a huge inconvenience, adding months onto the journey time was it not for the Old Road that runs through it, linking east with west. The Old Road is not for the faint-hearted though, as it plunges straight into the deepest parts of the forest and travellers report of strange goings on and even attacks from monstrous forest beasts and unseen foes.
The road has been there for as long as records of the region can be found. It is a single lane track, never overgrown or muddy and it avoids all but the most minor hillocks and dells. All along the route are way stones, ancient and carved into the shape of forest creature both renown and unknown. The 3ft tall stones appear neither weathered or new and are placed about a fifty paces apart. In several places the road descends underground briefly, for no more than three or four hundred paces and an eerie luminescent green moss coats the ceilings of the tunnels.
Experienced travellers sleep on the road itself, and the journey across is a week on foot. Guards should be posted and it is best to flee any attacks that might occur, as the fauna seem reluctant to travel along the road themselves. Some say that lone travellers are blessed by ancient spirit and need never fear the inhabitants of forest. Unfortunately robbers do sometimes pray on less guarded merchants and individuals.
The forest would cause anyone wishing to travel between the north and east to the south and west a huge inconvenience, adding months onto the journey time was it not for the Old Road that runs through it, linking east with west. The Old Road is not for the faint-hearted though, as it plunges straight into the deepest parts of the forest and travellers report of strange goings on and even attacks from monstrous forest beasts and unseen foes.
The road has been there for as long as records of the region can be found. It is a single lane track, never overgrown or muddy and it avoids all but the most minor hillocks and dells. All along the route are way stones, ancient and carved into the shape of forest creature both renown and unknown. The 3ft tall stones appear neither weathered or new and are placed about a fifty paces apart. In several places the road descends underground briefly, for no more than three or four hundred paces and an eerie luminescent green moss coats the ceilings of the tunnels.
Experienced travellers sleep on the road itself, and the journey across is a week on foot. Guards should be posted and it is best to flee any attacks that might occur, as the fauna seem reluctant to travel along the road themselves. Some say that lone travellers are blessed by ancient spirit and need never fear the inhabitants of forest. Unfortunately robbers do sometimes pray on less guarded merchants and individuals.
Friday, 2 September 2011
Day Zero, Bright Empire styles
The Bright Empire is a patchwork of countries brought together under a single ruler, and so the differing regions have retained something of their distinct styles. However the core military forces wear platemail armour of a banded form, metal skirts and greaves that allow warriors to operate in the hot lands of the south. This armour is often painted white or golden in reverence of Pelor. Knights and cavaliers wear front to back plumed helms, often yellow or red. They carry rectangular shields with sun motifs. Warpriests of Pelor dress in a similar fashion although favour chainmail and some take to wearing golden masks. Other citizens dress often based on local norms, from the semi-naked tribes of the south west to the eastern magicans who traditionally wear many tiered hats and hoods with lavish silk robes. Nobles wear whatever the latest fashion is in the heartlands, although these styles can take some time to reach outward. Jade, often in the form of large flat necklaces, has been in fashion for some time though.
Architecturally the Bright Empire is also very varied, however the many temples to Pelor often take the form of great stepped pyramids sometimes with gold clad sides and are guarded vigorously. Defensive structures range from huge fortresses in the heartlands to little more than wooden barracks in the outlands. Notably the Empire is poor at defending it's outer regions, although it is rare than anyone challenges their authority in any real scale.
Wizards, like their counterparts elsewhere, often build towers following the theory that earth magic interferes with rituals, however Bright Empire wizards build estates around the tower as a matter of prestige and often have large extended families working for them or of their own.
The great cities along the coast are huge sprawling affairs with both grand architectural marvels and overpopulated slums. White wash is used to keep the buildings cooler in the summer. Flat or near flat roofs double up as vegetable gardens, sun pools and lounges, with rope walk ways acting as secondary walkways between neighbours.
Architecturally the Bright Empire is also very varied, however the many temples to Pelor often take the form of great stepped pyramids sometimes with gold clad sides and are guarded vigorously. Defensive structures range from huge fortresses in the heartlands to little more than wooden barracks in the outlands. Notably the Empire is poor at defending it's outer regions, although it is rare than anyone challenges their authority in any real scale.
Wizards, like their counterparts elsewhere, often build towers following the theory that earth magic interferes with rituals, however Bright Empire wizards build estates around the tower as a matter of prestige and often have large extended families working for them or of their own.
The great cities along the coast are huge sprawling affairs with both grand architectural marvels and overpopulated slums. White wash is used to keep the buildings cooler in the summer. Flat or near flat roofs double up as vegetable gardens, sun pools and lounges, with rope walk ways acting as secondary walkways between neighbours.
Thursday, 25 August 2011
Day Zero, Regions : Bright Empire
The Bright Empire controls much of central Skyelund and encapsulate many peoples so almost every physiology can be found. The emperor or empress is an nominally a hereditary position, although from a large group of families. When the ruler dies family members compete mentally, physically and morally for the position of emperor in a series of games. The Pelorian religion once had great influence in Bright Empire politics but a successive series of emperors have, some say, turn the tables and now much religious influence is driven by it's rulers. There are however many sub cults who still reflect Pelors noble aspects, particularly the Paladin cults. Clerics from the Bright Empire universally follow Pelor as Sun domain worshipers.
Wizards in the Bright Empire are held in higher esteem than other counties and magic schools, large and small thrive without harassment. Necromancy, however, is banned and mages who practice shadow magic are hunted down and dealt with in a way that stops them coming back as undead.
The standing armies of the Bright Empire are made up of ranks of Knights and skirmishing Scouts. Slayers are rare, but some merchants employ such men and women as bodyguards and hired muscle. Thieves, while not common, are to be found in number in most major cities.
Geographically the Bright Empire has a broad range of areas made of lands conquered and mostly pacified , the southern coastal cities are opulent and not a little decadent, while the villages of the grain lands of the central empire are people by conservative, earnest and stoic folk. The advanced and wealthy lands eventually fall away to less cultured and peaceful domains. These borderlands skirt the great Old Forest and mountain ranges, said to populated by fae, trolls, giants and worse. Along the border with the Coastal Kingdoms constant low level warfare plays out between the battle hungry Kordians and the crusader knights of Pelor All Father.
Wizards in the Bright Empire are held in higher esteem than other counties and magic schools, large and small thrive without harassment. Necromancy, however, is banned and mages who practice shadow magic are hunted down and dealt with in a way that stops them coming back as undead.
The standing armies of the Bright Empire are made up of ranks of Knights and skirmishing Scouts. Slayers are rare, but some merchants employ such men and women as bodyguards and hired muscle. Thieves, while not common, are to be found in number in most major cities.
Geographically the Bright Empire has a broad range of areas made of lands conquered and mostly pacified , the southern coastal cities are opulent and not a little decadent, while the villages of the grain lands of the central empire are people by conservative, earnest and stoic folk. The advanced and wealthy lands eventually fall away to less cultured and peaceful domains. These borderlands skirt the great Old Forest and mountain ranges, said to populated by fae, trolls, giants and worse. Along the border with the Coastal Kingdoms constant low level warfare plays out between the battle hungry Kordians and the crusader knights of Pelor All Father.
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