"Tervanskanto" - My Homebrew World *Looking for Help* [Archive] - Wizards Community

Post/Author/DateTimePost
SaveRaysBoxers

04-13-07, 09:25 PM
Okay, first some notes:
• I intend to draw a geographical map soon, but for now here are some important notices:
o Menopophagi is extremely mountainous
o The eastern island has a mountain range along the entire middle, which divides the normal terrain from the Holy Land. Viikate is situated on this mountain range.
o Most other borders are determined by rivers, or other physical boundaries.
• Sorry the map is hard to read, Photobucket makes it smaller on upload.
• Dividing the eastern tip from the western area is a large ocean, which I didn’t put on the map.
• I’m using a different system for languages in this campaign. Instead of having languages based on race, instead they are regional, similar to the real world. Additionally, there are three varieties of ‘Common’, one for each of the major alliances.
• The three major alliances that the nations belong to are:
o The Exalted Nations (Menopophagi, Nattsmyg, Nathrakh) – These are pretty much your stereotypical ‘good’ nations.
o The Untergang Legion (Draicon, Therion, Skyforge) – Pretty much ‘neutral’ nations. Mostly want money, knowledge, etc.
o The Aikodaimonai Elite (Belphegor, Kalmah, Pavor) – The ‘evil’ nations. They want money, power, and fear.
o Eskhata and Viikate are a part of no alliance, and have no political leanings toward any particular alliance.
o Even though there are ‘good’ and ‘evil’ nations, they are by no means constantly at war, or even enemies. They get along fine for the most part, they just different goals which denotes them a certain alignments.
- If there is a percent next to a language listed, that just signifies rougly what percent of the population speaks that language. Not all nations are majorly fluent in their respective common tongue.

The Map:
http://i21.photobucket.com/albums/b265/SaveRaysBoxers/Tervanskanto-Political.jpg

Belphegor (AE)
Languages: Belphegothian, Elite Common (55%)
Race Breakup: 60% Half-Elf, 20% Human, 20% Elf, <1% Other
Leadership: Order of the South Seas (6 members), elected by inheritance.
Militancy: Defensive
Laws: Medium
Favored Diety: Wee Jas
Capital/Major City: Blakkan
Rough Ideas: Seabound and Mountainbound people. A lot of people become either pirates or mountaineers. Very protective of the sea gap between them and Kalmah.

Draicon (UL)
Language: Draconic, Legion Common (75%)
Race Breakup: 95% Gnome, 5% Other
Leadership: Arch Magus, elected by tournament.
Militancy: Pacifist
Laws: None/Vigilante
Favored Diety: Boccob (Although, very few are religious)
Capital/Major City: Helvete
Rough Ideas: Focused on the advancement of magic and knowledge. Highly advanced cities. Also have somewhat of a focus on artifice, albeit not too much (see Pavor). They speak Draconic as their native language, looking back to (real or imagined) dragon ancestors.

Eskhata (N/A)
Language: Eschaton, All Commons (85%)
Race Breakup: 100% Other
Leadership: No organized government, all power lies in the hands of the guild leaders
Militancy: N/A
Laws: Loose (Enforced by guilds)
Favored Diety: Fharlanghn
Capital/Major City: Ebonheim
Rough Ideas: Purely merchant nation. No official government, although the cities are policed by the various guilds. Known for their extremely tough mercenaries, who train in the southeastern wilds, before “selling themselves” to one of the guilds. The entire region is very dangerous, filled with massive uninhabited regions full of wild beasts. Nearly all the people live in the cities, especially in Ebonheim which houses 80% of the population. Also, money is made off of the various rare resources in the east, another common use for the tough mercenaries.

Kalmah (AE)
Language: Kalmaic, Elite Common (10%)
Race Breakup: 75% Human, 25% Half-Orc, <1% Other
Leadership: Proletariat, elected by inheritance; along with 12 member council, elected by religious ceremony
Militancy: Expansionist
Laws: None/Vigilante
Favored Diety: Hextor
Capital/Major City: Soledanze
Rough Ideas: Very cold island region. Think Greenland cold. The region is infested with violent Orc tribes (which explains the accidental Half-Orc population). There are two major cities, one on each end of the island, and entirely underground to keep the warmth in as well as possible. The cities are connected by a few tunnels, but they are prone to collapse, thus people generally prefer to risk Orc attacks by traveling overland. The half-orc population is shunned by society, living in their own primitive underground “cities”, often connected to the major cities. These small ‘ghetto’ zones are generally havens for crime and violence.

Menopophagi (EN)
Language: Menoan, Exalted Common (20%)
Race Breakup: 90% Dwarf, 10% Gnome, <1% Other
Leadership: Dwarflord, elected by inheritance
Militancy: Expansionist
Laws: Loose
Favored Diety: Moradin
Capital/Major City: Taunusheim
Rough Ideas: Honestly, I got nothing. They are Dwarves, they live in a mountain, lol.

Nathrakh (EN)
Language: Nathracian, Exalted Common (75%)
Race Breakup: 60% Elf, 20% Human, 15% Dwarf, 5% Other
Leadership: King, elected democratically
Militancy: Diplomatically Defensive
Laws: None/Vigilante
Favored Diety: Ehlonna
Capital/Major City: Oktobertid
Rough Ideas: Again, drawing up a blank here…

Nattsmyg (EN)
Language: Naitic, Exalted Common (85%)
Race Breakup: 75% Human, 10% Halfling, 15% Other
Leadership: King, elected by inheritance
Militancy: Defensive
Laws: Loose
Favored Diety: Pelor
Capital/Major City: Daeserfort
Rough Ideas: And again… it’s a majority human region, etc, etc.

Pavor (AE)
Language: Draconic, Elite Common (70%), Exalted Common (5%)
Race Breakup: 80% Gnome, 15% Halfling, 5% Other
Leadership: Black Magus, elected by inheritance
Militancy: Imperialist
Laws: Medium
Favored Diety: Nerull
Capital/Major City: Thouseer
Rough Ideas: The citizens here are past exiles from Draicon. They, like their ancestors, have a certain fascination with innovation. However, theirs is more focused on artifice, specifically tools of war. They are known for their great war machines and construct armies, which they intend to use some day. Diplomatically, the situation between Pavor and the Exalted Nations is similar to that of the United States and Russia during the cold war.

Skyforge (UL)
Language: Legion Common, Olde Thelic (15%)
Race Breakup: 50% Halfling, 30% Elf, 20% Other
Leadership: Holy Emperor, elected by religious ceremony; and a 5 member council, elected democratically from the 5 Olde Thelic tribes
Militancy: Defensive
Laws: Loose
Favored Diety: Obad-Hai
Capital/Major City: Axenmoone
Rough Ideas: This nation was inhabited by citizens of Therion, before they revolted. But that was long, long ago. The people that practice the old religions and ways have now moved out to the five smaller islands, where they live a tribal existence. The main island has become the world’s center of liberal thought. A shift in worship has occurred, further dividing the younger generations from the Olde Theli. While the main island inhibitors have adopted Legion Common as their native language, the tribes still speak Olde Theli. Basically, this place is changing to a new place, and it is splitting the country, but both sides try to compromise to avoid a civil war.

Therion (UL)
Language: Thelic, Legion Common (90%)
Race Breakup: 100% Other
Leadership: Church of Obad-Hai
Militancy: Expansionist
Laws: Medium
Favored Diety: Obad-Hai
Capital/Major City: Sagor
Rough Ideas: Originally a Halfling majority nation, now a center of commerce and a mixing pot of all the races. Don’t really have any other ideas.

Viikate (N/A)
Language: Elexorien
Race Breakup: 100% Elf
Leadership: Church of St. Cuthbert
Militancy: Devoutly Pacifist
Laws: Strict
Favored Diety: St. Cuthbert
Capital/Major City: Viikate
Rough Ideas: These are the most ancient peoples of Tervanskanto. They tolerate the other nations, and live a quiet, peaceful existence in the mountains overlooking Elexor, their sacred holy ground. Elexor is completely uninhabited. The only people allowed to ever set foot there are their high priests, on their spiritual journey to transcend from flesh to gods (or so their religion states). The Viikate church pays yearly sums to Eskhata, Belphegor, Kalmah, and Pavor in exchange for them controlling the seas to keep people from entering (and thus desecrating) Elexor. They are extremely devout to St. Cuthbert. The entire population lives in the massive city of Viikate.


Alright, so I'd like some help on fleshing out these regions and such to make them feel like liveing breathing places. I don't want them to be so fantastic that they are hard to believe or cheesy, but I don't want them to generic that they are uninteresting. Also, I'd like feedback about whether this seems interesting or whatever issues/thoughts you can come up with.

Thank you very much if you read all this. I'm really excited about this world! So I want lots of help to make it as good as possible.
Holy_Beholder

04-13-07, 10:15 PM
If they aren't at war, at least put in some major underlying tensions. As for the neutrals, they should probably gradually join one group or the other, let the players help influence that.
SaveRaysBoxers

04-13-07, 10:20 PM
Well yeah, there are tensions between nations, and there are wars, just not currently when I start the campaign. I put the Militancy rating on each nation to describe it's thoughts/policies on war. So that can kind of explain where tensions are and such.

The neutral nations can't really join an alliance. The Viikate folks are similar to, say, the Vatican City. They do there thing, and nobody really attacks them or anything. They don't even have a military. As for the Eschaton, there is no organized government, therefore there can't really be any formal alliance or agreement.
The White Sorcerer

04-14-07, 02:33 PM
Interesting nomenclurate, to say the least. I assume that the nation of Viikate doesn't actually have anything to do with scythes, right? :D
SaveRaysBoxers

04-14-07, 03:32 PM
Interesting nomenclurate, to say the least. I assume that the nation of Viikate doesn't actually have anything to do with scythes, right? :D

Heh... no. Actually, I didn't even know the name had anything to do with scythes. I got a lot of my names by permutating band names. Hey, we all gotta look toward something for inspiration :). I figured there would be some comments regarding some of the names. Specifically the band names I used as is (Belphegor, Kalmah, Pavor, Viikate, Therion, Elexorien, Taunusheim).
GoriceXII

04-15-07, 11:42 PM
If I may make a suggestion? You might want a kind of story overall that you are fitting together. It is not for everyone but it works for me. I'll brainstorm about some ideas but it's an angle to consider.
SaveRaysBoxers

04-20-07, 06:13 PM
I have some ideas for a story, but mostly I was just going to make the world first, then make up ideas that tie stuff together.
taradusis

04-21-07, 01:48 PM
The dwarves of Menophagi come up with an "anschluss'or re-unification plan for nattsmyg(human)?By joining these two kingdoms into one they create a force for good.Sort of like the co-dominion novels of pournelle,where Russia and the U.S.A. join to bring peace to the world rather than have a Cold War?RANDOM THOUGHTS
Mazaron

04-29-07, 10:07 AM
[QUOTE=SaveRaysBoxers;12089801]Okay, first some notes:

• I’m using a different system for languages in this campaign. Instead of having languages based on race, instead they are regional, similar to the real world. Additionally, there are three varieties of ‘Common’, one for each of the major alliances.

***Good for you. Though there would probably regional racial languages too!



Draicon (UL)
Language: Draconic, Legion Common (75%)
Race Breakup: 95% Gnome, 5% Other
Leadership: Arch Magus, elected by tournament.
Militancy: Pacifist
Laws: None/Vigilante
Favored Diety: Boccob (Although, very few are religious)
Capital/Major City: Helvete
Rough Ideas: Focused on the advancement of magic and knowledge. Highly advanced cities. Also have somewhat of a focus on artifice, albeit not too much (see Pavor). They speak Draconic as their native language, looking back to (real or imagined) dragon ancestors.


***Interesting. Draconic spoken every day by non dragons, by a conscious decision on the part of the citizens and elite? Never thought of gnomes being a draconic leaning race. Any particular species?




Kalmah (AE)
Language: Kalmaic, Elite Common (10%)
Race Breakup: 75% Human, 25% Half-Orc, <1% Other
Leadership: Proletariat, elected by inheritance; along with 12 member council, elected by religious ceremony
Militancy: Expansionist
Laws: None/Vigilante
Favored Diety: Hextor
Capital/Major City: Soledanze
Rough Ideas: Very cold island region. Think Greenland cold. The region is infested with violent Orc tribes (which explains the accidental Half-Orc population). There are two major cities, one on each end of the island, and entirely underground to keep the warmth in as well as possible. The cities are connected by a few tunnels, but they are prone to collapse, thus people generally prefer to risk Orc attacks by traveling overland. The half-orc population is shunned by society, living in their own primitive underground “cities”, often connected to the major cities. These small ‘ghetto’ zones are generally havens for crime and violence.

**So Greenland with Iceland thrown in with all the geothermal acitivity? Maybe they have shamas with power over geysers, mud pools, and the like. What do they eat, fish, caribou, mammoth, seal, whale?


Menopophagi (EN)
Language: Menoan, Exalted Common (20%)
Race Breakup: 90% Dwarf, 10% Gnome, <1% Other
Leadership: Dwarflord, elected by inheritance
Militancy: Expansionist
Laws: Loose
Favored Diety: Moradin
Capital/Major City: Taunusheim
Rough Ideas: Honestly, I got nothing. They are Dwarves, they live in a mountain, lol.


****Expanionistic? Interesting, not something you see with dwarves. Maybe they think all the region used to be theirs and will only use dwarven names even for human regions, mountains, cities. They dream of taking them back, and make disastrous deals with others to ge them back, alliances and the like. Probably the whole citizenry, even women and children, is ready to go to war at a moment's notice if need be.

Nathrakh (EN)
Language: Nathracian, Exalted Common (75%)
Race Breakup: 60% Elf, 20% Human, 15% Dwarf, 5% Other
Leadership: King, elected democratically
Militancy: Diplomatically Defensive
Laws: None/Vigilante
Favored Diety: Ehlonna
Capital/Major City: Oktobertid
Rough Ideas: Again, drawing up a blank here…

***Well, he would probably be a prime minister then, not a king, or a president even. A parliament could be fun, with multiple parties and politicking. Pick a nation on Earth and model it after that. Oktoberid both reminds me of Oktoberfest (could be German) or Red October (could be Russian).

Nattsmyg (EN)
Language: Naitic, Exalted Common (85%)
Race Breakup: 75% Human, 10% Halfling, 15% Other
Leadership: King, elected by inheritance
Militancy: Defensive
Laws: Loose
Favored Diety: Pelor
Capital/Major City: Daeserfort
Rough Ideas: And again… it’s a majority human region, etc, etc.


****Maybe make this one Germanic, like our Germany? Lots of guilds, many small towns, dark woods, wolves, faerie, a few werebears and werewolves. Many traders. Perhaps the region used to be many petty, seperate minikingdoms and has just united.




Therion (UL)
Language: Thelic, Legion Common (90%)
Race Breakup: 100% Other
Leadership: Church of Obad-Hai
Militancy: Expansionist
Laws: Medium
Favored Diety: Obad-Hai
Capital/Major City: Sagor
Rough Ideas: Originally a Halfling majority nation, now a center of commerce and a mixing pot of all the races. Don’t really have any other ideas.


***Are the halflings still elites and nobles and control things? Maybe they are an increasingly small minority but they still own the lands and run the cities and churches, either forced to assimilate and bend their wishes and will to non halflings or risk resentment and backlash.
That or the halfings are leaving or setting up ethnic enclaves.