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Showing posts with label regions. Show all posts
Showing posts with label regions. 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.
Friday, 2 September 2011
Day Zero, The Coastal Kingdoms
The Coastal Kingdoms or Storm Kingdoms as the eastern region is known is a collection of feudal kingdoms of varying size. The kings, barons, dukes and other assorted rulers follow the god Kord who represents strength, competition, war, storms and honesty. This has led to a overarching society constantly in conflict with itself. War, while waged vigorously, follows agreed rules and is carried out in such a way means smaller nations are less disadvantaged. The peasants generally follow Kord but also a number of lesser gods and goddesses, mostly in relation to weather and agriculture.
Warpriests and cavaliers of Kord are a common sight in the halls of kings, advising but also riding out with the very many knights the kingdoms support. Scouts and hunters are valued too, although these coming for the peasantry they are held in high status, especially given the forests that dot the landscape. Mages often act in support of their lieges, although in the more remote regions they sometimes are found as rulers themselves or just hide themselves from sight.
The Coastal Kingdoms are bordered by the Brass Mountains to the north and the Old Forest to the west, and both come with fierce-some reputations. The Brass Mountains are said to be the home of giants and ogres, while any who forage to far into the Old Forest are never seen again. Hunters who range along the edges of the forest speak of beautiful fae folk who are at least as dangerous as the stunted goblins and other faeries who live there.
Warpriests and cavaliers of Kord are a common sight in the halls of kings, advising but also riding out with the very many knights the kingdoms support. Scouts and hunters are valued too, although these coming for the peasantry they are held in high status, especially given the forests that dot the landscape. Mages often act in support of their lieges, although in the more remote regions they sometimes are found as rulers themselves or just hide themselves from sight.
The Coastal Kingdoms are bordered by the Brass Mountains to the north and the Old Forest to the west, and both come with fierce-some reputations. The Brass Mountains are said to be the home of giants and ogres, while any who forage to far into the Old Forest are never seen again. Hunters who range along the edges of the forest speak of beautiful fae folk who are at least as dangerous as the stunted goblins and other faeries who live there.
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.
Friday, 19 August 2011
Day Zero, Regions : Lesotha
Lesotha is a region that sits on the borders of a vast and impenetrable jungle. The semi-nomadic tribes that cling to the coast and rivers are a tall black skinned people, famed for their singled mindedness and noble treatment of friends and strangers alike. Lesothians worship Death, but believe the gods only have sway over mankind when they die therefore Death's priests are greatly respected but have no political power, and are free to wander as they see fit using the power of Death to guard mankind against the undead and other horrors that slither from the jungle. Slayers, Scouts and Hunters make up the vast majority of what military the Lesothians have. Mages are rare and reviled, while thieves are almost unheard of. Sometimes a warrior who dedicates themselves to Death becomes a Cavalier.
Ancient ruins both vast and labyrinthine are found within the jungles around Lesotha, and it is whispered that the inhabitants worshiped snake gods. The jungles also contain terrible giant lizards and strange unimaginable creatures that sometimes come a pray on the tribes people.
Ancient ruins both vast and labyrinthine are found within the jungles around Lesotha, and it is whispered that the inhabitants worshiped snake gods. The jungles also contain terrible giant lizards and strange unimaginable creatures that sometimes come a pray on the tribes people.
Day Zero, Regions : Drune
The north lands, know collectively as Drune is a heavily forested, sometimes mountainous temperate land whose most northern stretches deciduous forests becomes evergreen giant pine and much of the year snow covers the ground. The people are fair skinned, with dark hair and brown or blue eyes. Spirit worship is the key religion and Druids form the main clerical cast. Druids are also law givers and protectors of the balance, an essential part of Drune life. Drune warriors are brave and deadly Slayers who fight as individuals rather than the well drilled soldier Knights of the south, while Drune Hunters are some of the deadliest archers in Skyelund. Finally Drune Mages are rare but not unheard of, although they are notorious for their reclusive and dour nature.
Some of the tribes have split from Druidism and have fallen into Shadow and rumours of night assassins and warlocks are rife, if rather unsubstantiated.
Myths of the Drune speak often of spirits and fae who inhabit notable places in the far places of forest. While the Fir Bolg, giants of legend who were pushed out by the coming of man live amongst the hills and mountains.
Some of the tribes have split from Druidism and have fallen into Shadow and rumours of night assassins and warlocks are rife, if rather unsubstantiated.
Myths of the Drune speak often of spirits and fae who inhabit notable places in the far places of forest. While the Fir Bolg, giants of legend who were pushed out by the coming of man live amongst the hills and mountains.
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