Eltonia: Designer's Notes (Work In Progress) [Archive] - Wizards Community

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OmnipotentSeal

08-11-07, 03:16 PM
Eltonia
A DnD 3.5/d20 System Setting

Designer's Introduction

I've decided to post my notes on a campaign setting I've beenworking for about half a year now, mostly in hopes of receiving some legitimate criticism and suggestions from people on theboard.

Eltonia is a city-state that I thought of nearly four years ago, after a random comment my junior year of high school concerning a girl's Elton John-ish Saint Patty's Day hat and glasses. (Please, don't ask.) Eltonia then went from a silly joke in the high school library to a colonial city-state established by the refugees of a global war between a Tolkien-like coalition of "good" races and an empire of "evil," when I used it as the birthplace for characters in an online RP established by friends of mine from another RP based on Ender's Game by Orson Scott Card. In that RP, the Elven Empire, now fully established from the remnants of the survivors of the great war, reestablishes contact with the colony. Eventually the emperor realizes that the colony has a resource that could win future wars for the empire, sending the Baron to depose the city's pacifist Duke, in hopes of gaining this resource, banishing the old guard and threatening the inhabitants of the colony.

After the RP ended, mostly due to lack of support and small numbers, I mentally shelved the setting, until I began playing DnD in college. Mostly to as answer to a DM of mine who noted that a "gnome is a gnome," and in keeping with the original concept in which elves, dwarves, humans, and Abe's Odyssey-like ogres live together with some conflict, the setting is multi-racial with each species (and its races) having their own unique culture and history. In keeping with the original concept, the setting places an emphasis on global empires, geo-politics, religion, and resources. In order to highlight this theme (and divorce it from the original concept), the world is in the Earth-historical equivalent of the Renaissance or Early Modern period.

Unlike other settings, Eltonia is not human-centric, even though the humans are the most populace people, they are not the most advanced technologically and are vassals to the industrial dwarves and imperial elves. Humans are slaves, mercenaries, soldiers, low-born nobles, and radicals. Eschewing other DnD tropes, Eltonia stereotypically "evil" races like orcs and goblins are playable and have fully-formed cultures; while religion is handled much like Ebberon, in which the gods are distant or nonexistant (dependent upon whom you ask). A cleric devotes himself to the precepts of his religion receiving his spells from faith alone.

Magic and technology intermingle as dwarven weapon smiths and gnomish alchemists compete for scientific dominance and greater understanding of the world's workings. The printing press, blackpowder weapons, and improved seafaring techniques are advances which allow the different species to further goals of gaining independence or crushing rebellious factions within their dominions. Much of the world remains unexplored, with the Elven Empire recently establishing contact with the Eltonian colony, and beginning to take part in its politics, including conflict with the savage Hobgoblin Kingdom. Each major species hopes to further its position on the continent, harnessing the magically-conductive damascus for its own ends.

So without further adieu, here is what I have so far...

Note on the Notes
My note taking style can be hard to understand even when it is typed. I use parenthesis, commas, and semi-colons to establish main ideas and separate minor details from major details. When there is an excerpt the best way to read my notes is explained below.

Main Idea (supporting idea (details, more details; more details and/or related thought separate from other details (details about those details))

Influences and Themes

Eltonia attempts to have a complex, gritty, historical feel, drawing on research from the Early Modern period and other moments in history. In spite of this effort for authenticity, other influences in science-fiction, fantasy, literature, film, and music are included below.

A Game of Thrones, Romance of the Three Kingdoms, Lone Wolf and Cub (manga, movies) actual Early Modern history, Rome (tv series), Shakespeare (Macbeth, Hamlet, The Tempest), Beowulf, The Decameron, Chaucer, Coleridge, Metropolis (movie), Flogging Molly (band), The Decemberists (band), Serenity, Star Wars, Blade Runner/Do Androids Dream...?, Heart of Darkness, Civ (game), Risk (game)

Themes

The alienation of the individual, the loss of empire and political radicalism, and how politics is effected by the pursuit of natural resources, land, and economics are some themes explored in the Eltonia setting. The efforts of nation-states to colonize and explore the world is another major theme.

Races- Overview


Notable Features

Elves- Imperialists (colonial, hegemonic power)
Drow- Radicalists (rebel against Elves, Elven-allies)
Humans- Population (conflicted kingdoms, searching for identity)
Gnomes- Scientists (alchemists, academics)
Dwarves- Industrialists (mass producers of weapons and armor, bankers, mints)
Halflings- Explorers/Pirates (sea-faring nation(s))
Goblins- Shamanism/Animistic (mystical race)
Orcs- Soldiers/Warriors (mercs, footmen)
Kobolds- Ninja/Samurai (primary "Asian" race)


Races by Influences
"Western" races

Elves/Drow- Renaissance (Early Modern) England, Rome/Greece!, Byzantine?
Humans (some)- The Continent, Germany (late Middle-Ages- Early Modern)
Halfings- Spain, Portugal (EM)
Dwarves- Anglo-Saxon (EM- twinge of Italy? Something like Mallory's Morte D'Arthur (traditional fantasy tropes? merchents, but also knights-errand?)


"Eastern" races

Gnomes- Hindu, China (EM- twinge of Italy), Jungle varient (Polynesian tribes!)
Kobolds- medievel Japan, China
Orcs/Half-orcs- Mongol, possibly Babylonian/Sumerian/Proto-Hebrew
Humans (some)- Eastern Europe (Slavic? Russ?), Byzantium (?)


"New World" races

Goblins- native Americans, Polynesian seafaring tribes (?)
Hobgoblins- Aztec(?,"Ponaturi" (tribal name?))
Eltonian colonists- early colonists in West Indies, Americas


Cultural Roots: Links with different cultures in history

Elves/Drow (share links w/ hu/dw/orcs)
Humans (share links w/ e/dw)
Gnomes (share links w/ hogo/go/ko)
Halflings (share links w/ dw/gn/og)
Dwarves (share links w/ e/hu/gn)
Orcs (share link w/e)
Kobolds (share link w/gn/dw)
Goblins (share links w/ gn/hogo)
Hobgoblins (share links w/ gn/go)


Cultural Centers
3 Major Cultural Centers (3 Connections)

Elves/Drow
Dwarves
Gnomes


1 Minor Cultural Center (3 Connections)

Halflings


4 Secondary Cultural Centers (2 Connections)

Humans
Goblins
Hobgoblins
Kobolds


1 Tertiary Cultural Center (1 Connection)

Orcs


Religions Influences

Elves/Drow- Zoarastrianism (Zurvanism, Elves (Spenta Mainyu, Order, Creation, etc.), Drow (Angra Mainyu, Chaos, Destruction, etc.), eschatological, angels and demons) possibly Greco-Roman gods in prehistory (b/f conversion to orcish religion))
Dwarves- Anglo-Saxon paganism
Gnomes- cilvilized (Vedicism (mono- and polytheistic), alchemical mysticism), tribal(Polynesian religion, animism))
Goblins- Polynesian religion, animism
Hobgoblins- Polynesian religion (w/ Aztec/NA practices, eg humanoid sacrifice))
Orcs- ancient Babylonian religion (rarely practiced, "dead" religion)
Humans- Finnish paganism (practiced in AE League, a bit in HI and HE League)
Kobolds- Daoism (or Confuscianism, Buddhism?)
Halflings- Vodou?



Races- At A Glance

Humans

As mentioned above, Eltonia is not a human-centric setting. Humans remain playable characters, and can be important members in the world; however, they are not culturally, economically, or militarily dominant. They are scattered and leaderless, placing themselves in three different factions or leagues. The Half-Elven League is the most powerful, gaining most of its military and economic clout from its close relationship with the Elven Empire. The H-E League is an effective vassal/colonial state with Elven nobility marrying human kings in an effort to breed the species out of existence, regaining dominance over the major continent in the world.

Exiles, rebels, and neutral parties have split themselves into two other factions known as the Anti-Elven League and Human Independence League. The Anti-Elven League represent the primary foil to the HE League, viewing the half-elven nobility as false rulers and oppressors. The government within the Anti-Elven League seeks to reestablish human cultural dominance, viewing other races, especially elves and half-elves as a threat. Anti-Elven rulers are as xenophobic as the Elven rulers in the elven motherland, lynching elves and half-elves on sight. The Human Independence League, on the hand, is a neutral party, representing those rulers who did not submit to half-elven rule, however, are not as radical as the Anti-Elven League. They seek to establish a human nation that is influenced by the best parts of all cultures. The Independence League is effectively neutral in most conflicts.

Humans worship an adapted version of Finnish paganism, possibly, but are also known to worship the Elven god, Dwarven gods, and follow Gnomish philosophy.



Basic Notes
Humans- anarchic, no real hegemonic power, three factions (Human/Elven League (areas currently or formally occupied by Elven Empire, loyal puppet rulers to Empire), Independents (those areas not conquered by Elves, pacifistic refugees from H/E states, isolatonist), Anti-Elven League (founded by refugees from H/E states, racist against Elves (and Half-Elves), support Drow Revolutionary Movement) religion ("old" religion based on Finnish influences (embraced/converted to Elven/Drow God, Dwarven gods, and Gnomish philosophy), influences- Mid-East after WWI, Romans conquest of European tribes (Gaul, Britannae), France (and other areas) occupied by Nazi Germany in WWII; A Game of Thrones

Really, Really Rough History

Scattered Tribes (border wars with proto-Elves, Dwarves)
Civilizing the Tribes: Human "Kingdoms" (backed by Dwarves in wars against the Halflings, Kobolds, and Gnomes, tribesmen bought and elevated (same strategy used by the dwarves during conflict with Halflings), dwarves "civilize" humans first (some humans sold into slavery, inter-breeding b/t slaves and Elven nobles (elevation when slaves freed, early stirrings of Half-Elven League by savvy bastards))
Independence (dwarven loss of Halfling lands (end of Dwarven Imperial period), succession crisis among humans (unification under one Western Kingdom (growth of human "culture" (expansion and trade with elves and dwarves, trade routes to halflings and gnomes, inter-marriage with elven nobles; frontier established east of capitol))
Assassination/Civil War (Half-Elven League (nobles of half-elven blood (assassinate pure blood human king, claim crown), formation of Half-Elven Kingdom (dissenters banished, killed, war))
Formation of Human Independence and Anti-Elven Leagues (chieftains of dissenting noble houses (migrate to frontier, alliances formed along edges of Half-Elven League territories), each has a claim to true Human throne))



Elves/Drow
The Elven Empire is the most powerful nation-state in the Eltonian setting. The Empire is the primary hegemonic power, enforcing a strict mercantile system with its colonies in Eltonia with a large navy and military, rivaled only by the halflings and the dwarves respectively. The Capitol is known for its art, high culture, and as a center of learning. The elves have established magical and technological dominance over their former oppressors the orcs, while maintaining a strict balance of power between the Dwarven Industrial Empire and Halfling Commonwealth. The empire has vassal states in the Half-Elven league and colonial holdings in Eltonia.

Banished from the primary continent in wars between the humans and dwarves, the elves landed on a sister continent only to become the slaves of the native orcish kingdoms in the area. Eventually gaining positions as chamberlains and advisers within the orcish kingdoms, when the two Northern and Souther kingdoms went to war, the elves made a push for freedom in the chaos, led by the Syntychian cult. Establishing kingdoms under the precepts of the cult, the elves would fight religious wars between each other before eventually unifying under one emperor. However, this peace would not last long, as the emperor's corrupt government would force the establishment of a Parliament between lesser nobles, seeking to remove the Syntychian cult from their government. During this war, the Drow were developed between the factions after experiments in Mendelian breeding between the races in elven species. Part abomination to elven purity, part effective assassins for the factions, drow spies and special operations officers were deployed by the factions in hopes of winning the war. After the war, the drow would attempt to form a legitimate party within the elven government, but were never granted lordships or lands. In response to this persecution, a small party of drow would sail for Eltonia in hopes of establishing a free society. At last unified, the elven empire would expand to include to the Half-Elven League and Eltonian colonies.


Basic Notes
Elves- primary military and economic power in world, Elven Civil War (long, bloody, enslavement, torture, drow created), Drow (vocal, militant miniority, result war crime during ECW, seeking revenge against oppressors, and power in gov't, members elected to Parliament, Duke leader of Drow movement, Thuggee (early basis for DRM, Kali-esque diety, black imagery), half-elves (H/E states (well respected among rulers, aristocracy, some trace lineage back to Elven Empire (puppet rulers), regarded with respect and/or derision (dissendents) among populace), Independent states (see entry on half-orcs, ambivalent, yet suspicious (possible spies of Empire or radicals)), AE states (HATED, freaks, considered worse than half-orcs, killed on site)), half-drow (see entry on half-elves, ally to DRM (Independent states (leary b/c DRM rep for radicalism), ambivalent), hated by H/E and AE (H/E (terrorists!), AE (freaks!), religion- monotheist!) influences British Empire, occupied France or China in WW2, US conflicts w/ Middle East over oil

Rough History and Early Timeline, including some information on Orcs
Rough History

Unification of Elven kingdom(s)- barbarian Orcs conquered (enslaved, used as troops), wars between various kingdoms (intermarriage, treaties, alliances, etc, each side has orcish troops), Alliance b/t Three Northern Kingdoms (defeat of Southern Kingdoms, unification under High King of Prime Kingdom (leading kingdom in Northern Alliance))
Elven Civil War- long, bloody, war crimes, atrocities, Drow are born (considered a perversion to pure blood elves, reminder of the war), Drow Revolutionary Movement begins, the establishment of a Magna Carta-esque Parliament (Emperor still has most power)
Imperial Period- Human kingdom(s) conquered (puppet rulers placed on thrones, dissenters banished or executed, establishment of counter-Elven human kingdoms (those not yet conquered or founded by refugees est (no clear "leader," factions with the same goal (different means of achieving the goal), Drow Duke & revolutionaries (discover Eltonia, founded with dwarves, orcs, and a few gnomes, humans, and half-races, some DRM still remain in Empire (hope to affect change politically in Parliament or thru force, factions appear in movement))
Early Colonial Period (now!)- Halflings b/c sea power, Gnomes discover gunpowder, Human kingdoms soldify (factions appear w/in Humans/Elven allies (states conquered by Elves), Humans Independents (isolationist states), Anti-Elven League (refugees from IP, goal- restore rightful rulers to homelands, hate elves (and elven allies, including drow (though rumors that some of the aristocracy finance DRM are circulating)), half-races, H/G/D- neutral (I think? do they have colonized/conquered states? semi-colonized?), Halflings rediscover Eltonian "colony" (Empire seeks to reclaim in it the name of the Crown, beat down Drow Revolutionaries, Demascus), Orcish factionalization (inspired by Drow, some seek emancipation, find it in Independent states, b/c mercs)


A Bit of the Timeline (Unfinished)
-X billion Years (world "created," elves (created first (caste system developed, other races derivitives of perfect elven form, Golden Age, cast out of Paradise/Motherland (IRL migration from Mother Continent to the Father Continent))
-X million Years (tribal wars with orcs/elves, enslavement of elves)
The Glorious Reigns of Jahangir and Sargon
-3,040 (birth of Kyros, servant of Jahangir's grandfather)
-3,024 (birth of Sargon)
(-3,033 (theorized birth of Syntyche by scholars))
-3,020 (birth of Jahangir)
-3,009 (marriage of Sargon to Bikku-lum, birth of Udish)
-3,008-3,005 (births of Ugazum & Zuzu (Sargon's sons))
-3,005 (marrage of Jahangir to Nina, birth of Iltani)
-3,004-3,001 (births of Kammani, Ahassunu, Shat-sin, Ishtar-ibbi, Jahangir's daughters (betroathed to tribal chiefs), Sargon b/c king of southern tribe)
-3,000 (Jahangir appointed king by tribal elders, grey elf tribesman Kyros appointed advisor (the trend of putting grey elves in positions of power continues at this time))
-2,994 (unification of Southern Kingdom under Sargon, defeat of last orcish tribe (elven bowmen employed))
-2,994-2,964 (Glorious Reign of Sargon (Southern Kingdom split between Udish, Ugazum, & Zuzu (competition between brothers fostered (Udish favored, strict rule, elves for labor & military operations, wars with Jahangirites), Ugazum (trade w/ human, dwarven kingdoms, diplomat, pacifist, elves remain marginalized), Zuzu (spirtual leader, supremacy of gods, strong relations with preisthood, elven spirtual awakening (proto-monotheism begins, relations with orcish preists))
-2,990 (unification of Northern Kingdom under Jahangir, Council of Seven formed)
-2,990-2972 (Glorious Reign of Jahangir (prosperity (trade w/ dwarves, humans), codifided law (strengthening of Council, less courts), better treatment of slaves (under Kyros), border wars with Sargonites))
-2,973 (Jahangir's death (no legitimate heir, signs of foul play (members of Council, Kyros suspected), Succession Crisis (search for an heir begins, regent Kastilias appointed by Council (banishment of Kyros (other grey elf advisors banished), Council disbanded, tighter grip on elven slaves))
-2,967 (elven prophetess/oracle Syntyche begin preaching near borderlands, Kyros enters wilderness, first meeting with Syntyche)
-2,964 (Sargon's death (Udish inherants throne, strengthening of military, continued persecution of elves))
Exile in the Northern Kingdom


Drow
The Drow are the antithesis of the elves. Where the elves favor order and control, the drow favor chaos and freedom. They are a race born in the Elven Civil War, persecuted assassain-slaves, who have made attempts at political power within the Empire. They worship a reformed branch of the Syntychian cult, and are represented by a group of loosely organized paramilitary cells and political parties known as the Drow Revolutionary Movement to imperial citizens. They were the first colonists to reach Eltonia. The drow faction has close, but tenuous relations with other radical groups such as the Anti-Elven League. They have no lands nor unified government, drawing most of their cultural influences from their elven father species.

Elven Religion: Syntychian Cult
The Syntychian cult is primary influenced by Zorastrian and Zurvanism with some Vedic influences. The elves worship one distant creator god with two aspects Order and Disorder,which are emanations of the distant creator god. The elves view themselves as the "Chosen People," hardened by the persecution of their orcish oppressors. The pure grey elven form is considered be the closest to perfection within the religion, while other elven races are inferior. Non-elven species are viewed as imperfect, spreading disorder. In spite of this fact, the cult seeks to establish churches in other nations, seeking to bring order to these chaotic inferior species. The elven religion adheres to a strict caste system, which is often adapted to allow the conversion of other species. For example, in the Half-Elven League, the colonial Elven form is held to be perfect, though the half-elven form is one step closer to perfection than the pure blood human form. The drow form is an abomination in the sight of god. The cult is state-sponsored, despite Parliament's efforts to end this practice, the Emperor is considered to be both the leader of the church and state.

Two other branches of the cult have developed, an ascetic branch primarily followed by more devout followers, and a reformed branch followed by the drow, who worship the Chaotic aspect of god. While the orthodox branch represent below favors the Order aspect of the creator, the ascetic branch emphasizes the creator itself, viewing the entire world as Chaotic. The ascetic followers join monasteries in order to purify their bodies, separating themselves from all worldly possessions. The reformed branch, on the other hand, favors the Chaotic aspect, hoping for the end the caste system, embracing entropy. They eschew the primary orthodox prophets Syntyche and Kyros. It is not officially sponosored by the Drow Revolutionary Movement; however many DRM members are followers of the reformed branch.

Each branch holds to a different End Time. In orthodox/ascetic eschatology, the Order aspect brings peace to the chaotic world, sometimes banishing/killing other chaotic forms or bringing them into adherence with the cult. In the reformed eschatology, the Chaotic aspect frees followers from the mistaken precepts of the orthodox/ascetic branch, as the world spirals into eventual chaos, people are liberated.


Religious practices of the Elves (the Church), influences (Zoarastrianism, Gnosticism, Vedicism, Babylonian and Greek shamanism and cults)

Prophets/Early leaders (Syntyche (prophetess), Kyros (converted prophet, leader of elven liberation movement))
The distant Creator (emenations of Creator ("born from His/Her/Its Mind," deity of Order/Creation ("Good," characterized with "traditional" Greek/Elven god, created Universe), diety of Disorder/Uncreation ("Evil," characterized with "traditional" Babylonian/Orcish god, seeks undo creation), orthodox (only Order/Creation diety worshipped!))
Ordering the world (elves as "Chosen People"(caste system (much like Spanish casta (Great Chain of Being(rationalized by religion, eg, Vedic influences, grey elves ("closer to perfection (order) than standard elves," some elves "more" Chosen than others), reaction to enslavement by orcs (orcs lowest of low (until drow), new found political power (High King's cult (closest to Creation/Order, est. after conquering orcs, Divine Right of Kings))
The Caste System revised (In the Empire (Ruling Class (grey elves, noble standard elves), Merchant Class (standard elves, some wood elves), Rural Class (wood elves, some "civilized" wild elves), Slaves ("uncivilized" wild elves, arctic elves, some humans, orcs, half-orcs, drow), Aborigines ("uncivilized" wild elves, some arctic elves); Outside the Empire (in HE/Eltonia) (Foreign-born (pure (grey or standard) elves in HE), Foreign-blood (ruling or merchant class half-elves), Foreigners (dwarves, gnomes, kobolds, some humans (merchant or ruling classes from other nations (ie, HI)), Aborigines (some wild humans, arctic half-elves), Slaves (some humans, half-orcs, orcs, some goblins/hogo, drow))
Branches and practices ("orthodox" (relationship with O/C, conflict b/t O&C, emphasis on position, place, and duty (caste system), Syntyche/Kyros (prophets of Order diety), closer to Zoarastrianism, Vedicism), "ascetic" (relationship with Distant Creator, emphasis on chaotic nature of world, Syntyche/Kyros (prophets of Order diety (manifestation of divine, sent by DC to reveal knowledge of world, conflict with Chaos (world-creator), closer to Gnosticism), "reformed/drow" (relationship with C/UC, conflict with O/C, emphasis on free will (opposed to position, place, duty (supports abolition of caste system), personal enlightment (no asceticism), different prophets (Syntyche and Kyros ("got it wrong"), closer to Christian Protestantism, Buddhism); transitional/schismite branch (relationship with O/C & "other emenations/aspects" (not recognized by orthodox branch (heretics), debated in ascetic branch, recognized by SOME followers of the reformed branch; represents transitional beliefs formed before orthodox branch ("other emenations" (represented by Greek/Roman ("angel"/Order) or Babylonian ("demon"/Chaos)), place of prophets (Syntyche & Kyros (divine beings on earth, miracle workers, emphasis on shiny, fire and brimstone aspects of prophets ("water to wine," "walk on water," etc.) cause of religious wars (some churches still survive w/ followers, gaining popularity with rediscovery of ancient beliefs (renaissance, trendy w/ academics, open-minded nobility)), closer to division between RCC and EOC or proto- Judaism/Christianity, conversion beliefs of pagans))
eschatology ("orthodox" & "ascetic" (Order triumphs over Chaos (natural state is ordered, peaceful), "reformed" (Chaos triumphs over Order (the natural state is entropy))
missionaries (each branch places emphasis on conversion, proslytizing; temples in most HE states, less common in HI states, rare to nonexistant in AE states, varies w/g/dw/h)



Dwarves

After the exile of the elves from the primary continent, the dwarves would become the hegemonic power in that region. Their industrial empire, deep in the mountains, is the leading exporter of gold, silver, and other precious metals, as well as a leader in weaponscraft. Drawing upon the scientific advances of their competitor, the gnomes, the dwarves take theory and turn them into practical, user-friendly technology, which are sold around the world. When the gnomes rediscovered blackpowder, the dwarves were the first to turn it into weapon, building cannons, bombs, and later guns. In spite of their industrial might, their empire is waning with the reintroduction of elven power to the continent, in the form of the Half-Elven League, and the loss of their holdings in the Halfling Commonwealth. As well as being might warriors, the dwarves are canny businessmen, bankers and smiths.

Once the dominant power over an entire continent, the dwarves lost their empire in wars with the gnomes, kobolds, and later in the independence movements (some supported by imperial agents) of the humans and halflings. Before becoming an imperial power, the dwarven kings with their thanes drove their nations to bankruptcy in inter-kingdom wars. In order to continue these bloody wars, the dwarves would turn to privately own guilds for support, eventually elevating the middle-class craftsmen and traders to noble-status. As the guilds tightened their grip over their respective kingdoms, eventually guilds that were not supported by the crown were ran out of business, sometimes using the king's own thanes. Monopolies were formed, and the crown began to lose more and more power as it became more indebted to the guilds. By the time the Dwarven Empire was formed, the guilds had their men in the highest positions of government. They were the king-makers, judges, and legislature.

In hopes of gaining the fertile land to the north, the High King would eventually take advantage of the chaos in the human kingdoms, using a mix of mercenary forces and imperial might, the dwarves would occupy human lands, until the Elven Empire crossed the sea. The dwarves would also take advantage of the halfling fleets, using the government of the Commonwealth against its own people, the dwarven government would buy seats in the Commonwealth's government, before declaring the halfling lands a vassal state. Employing the might of human slaves and halfling sailors, their only competitor for years would be the kobolds, who would lose their empire to the gnomes.

The arrival of the gnomes from across the ocean would signal and end to the dwarven empire. Only able to utilize the gnomes as mercenaries, they remained uninfluenced by dwarven power, eventually driving out the kobolds, and gaining the firtile river lands to the east. Using enchanted medallions, the gnomes strengthened their military, using their greater numbers and ingenuity to establish a foothold on the continent. Elven agents would eventually turn the human lands against the dwarves, causing them to expend more resources to put down rebellion in the human kingdoms. When the Half-Elven League was formed, in order to end the deficit in the empire, the dwarves were forced to sell the Halfling Commonwealth back to its people. (The price has been a point of contention for historians on both sides, the halflings viewing the price as too high, while the dwarves see it as far too low.) The reacquisition of the Commonwealth would begin a renaissance for the halflings and later the world.

The dwarves worship an adapted version of Anglo-Saxon paganism. They are not known to worship other gods, least all of the Elven god, or the gods of their competitors the halflings or follow gnomish philosphy.


Basic Notes
Dwarves- Anglo-Saxon influences, ruled by thanes, Tolkien-esque, weaponsmiths (mass producers of cheap weapons and armor, industrialists (thanes run companies), Anglo-Saxon ethic in the business world (seek gain prestige, using "strong" business tactics, CEOs (like kings, ring-givers), Board of Directors (thanes, knights)), guilds and trading companies, illegal arms dealers in H/E League (smuggling weapons into Elven occupied lands), bankers (run the mints, banks, make currency for other countries, basically putting them in defacto control of the world's economies)

Rough Timeline

Rise of Dwarven Kingdoms (dwarven kings (w/ thanes) rule over mountain lands, prestige gained in battle/conquest against other dwarven kingdoms (Anglo-Saxon model); advances in mining, weaponsmithing in order accomodate for war(s); largely protected from outside incursions (Kobold Empire, Human barbarian tribes, proto-Elves) by mountains; dwarves "claim" to be the first to harness fire (practically/non-magic))
Economic Crisis/Rise of the Guilds (wars bankrupt kingdoms (individual treasuries low, high taxes, gov't forced to borrow from private banks (est by dwarven mid-class), private guilds (esp. weaponsmithing and banking) gain power (gov't turn to weaponsmiths outside of their thaneships, serfs and servents); Anglo-Saxon warrior ethic in business (prestige gained from savvy business deals (most money, best tech, monopolies), thaneship granted to guild masters and bankers))
Corporate Empire/Imperial Phase (one banking/weaponsmithing guild gains monopoly, declaration of guild master as high king of dwarven kingdoms (now run by guilds); Expansion (border wars with Kobold Empire, alliance with newcomer Gnomes; "civilizing" the humans (used as mercs, lands acquired for war effort); Halfling Occupation (buying the Halfling Commonwealth))
Loss of the Empire (Elves return (breaking Dwarven economic/military grip), Human Independence (loss of human lands (Elven agents (Half-Elven League subverts Dwarven occupied human lands), Elves "buy" human lands (used to build Half-Elven League); Independent Halfling Commonwealth (Halflings "buy" back gov't, Halfling Renaissance begins); Rise of Gnomish Kingdoms (banishment of the Kobolds, gnomes inherit kobold lands, dwarven influence, lots of land)




Writer's Note: More to follow...
Hochiu

08-11-07, 04:49 PM
This is very interesting. I'm looking forward to reading this, because a lot of your themes that your game explores I'm using as themes for my own world, and I love looking at comparisons and influences.

Good luck, looking to read more. :)
OmnipotentSeal

08-11-07, 04:54 PM
Thanks, as soon as I rest my hands, I'll copy/paste/type more. Any suggests are welcome, especially since I kind of have a bit of writer's block. Along with Early and Late Renaissance versions of the world, I'm also considering taking it as far as a Victorian equivalent world.
queenfange

08-11-07, 10:17 PM
VERY NIFTY!!! I am quite serious; I very much like the setting. A few of my favorite parts... Orcs and goblins as playable races. The Syntychian Cult. Gnomes.

I want to see more! On a related note, have you considered putting it on any sort of website? I'd recommend www.eruvian.com if you're interested (it's where I have my settings).

You mentioned a jungle variant of gnomes- how do they differ from regular gnomes and why? Any more information on the dwarven gods? Which races are oriented towards which types of magic (other than goblin mystics- divination?)? Speaking of the goblins, could they have witch doctors? Just a thought.

P.S. I'm thinking a crazy happy gnome with round rose-tinted glasses.... The Elton John reference is muddling my brain, me thinks. :uh-huh:
Sliversun

08-12-07, 12:04 AM
Gotta admit, I like this setting already. Please do more!
OmnipotentSeal

08-12-07, 04:33 AM
VERY NIFTY!!! I am quite serious; I very much like the setting. A few of my favorite parts... Orcs and goblins as playable races. The Syntychian Cult. Gnomes.


Thanks, I really want to characterize the orcs and goblins (and even hobgoblins, who aren't playable yet cause I don't want to deal with LA) as species with their own cultures, customs, and history. I'll explain a bit more about the relationship between the gnomes and goblins below. However, in order to illustrate this fact, the orcs, as mentioned in the elven history, once ruled an entire continent before loosing it to their slaves; now they're enslaved and elves have the empire.


I want to see more! On a related note, have you considered putting it on any sort of website? I'd recommend www.eruvian.com if you're interested (it's where I have my settings).


As of yet no, I have not considered it; especially since it is unfinished, unplaytested, and requires proper names for organizations like the DRM or the Elven Empire. The Syntychian cult and some named orcish factions are the only "named" organizations and characters (Syntyche and Kyros are the only named elven characters in history, along with some of the orcish kings and their offspring.) This is just a general overview, albeit a detailed general overview. I don't even have proper pantheons and religions for some species. Though I will check out that link you mentioned...


You mentioned a jungle variant of gnomes- how do they differ from regular gnomes and why? Any more information on the dwarven gods? Which races are oriented towards which types of magic (other than goblin mystics- divination?)? Speaking of the goblins, could they have witch doctors? Just a thought.

The gnomes are not native to the primary continent, which includes halflings (also newcomers), humans, and dwarves. They're actually migrants from Eltonia (before it was colonized), a sea-faring tribal species with heavy Polynesian influences. When I looked at the stats for Jungle gnomes, I was reminded of a group of academics who sailed the Pacific in Polynesian canoes. They were escaping wars and enslavement by the goblins and hobgoblins. After coming in contact with the kobolds (who they fought for ownership of the eastern part of the continent), dwarves, humans, and elves, the gnomes began to combine their enchantment technologies (discovered by the goblins, who enchanted "living stone") with the magic and scientific advances of the elves and especially the dwarves. Now they have more in common with Hindu culture (which I have decided on), forgoing their tribal heritage. The "civilized" gnomish alchemists compete heavily with the dwarven guilds, but sometimes work together on major projects.

The goblins (and hobgoblins) are to a degree like witch doctors. When I originally thought of the concept, I used ogres which were based on the Mudukons in Abe's Odyssey. The goblins are primary matriarchal, and use their magic to enchant "living stone" (damascus) which they use for talismans to help their warriors in battle. In DnD terms, they have more in common with druids and rangers in the upper echelons, in the lower echelons barbarians. They're primary enemy is the hobgoblins (who have a kingdom in the Eltonian interior, and commit humanoid sacrifice), but also attack trading ships and colonists.

As for the dwarven gods, all I know is they are an adaption of Anglo-Saxon gods. I haven't gotten that far, but the dwarves are the rival power to the elves. They're warrior-bankers with as my friend put it "the power of money." Their empire once included some human kingdoms (that would be the Half-Elven League) and the Halfling Commonwealth (which they bought from and sold back to the halflings). Imagine the Anglo-Saxon warrior ethic in business, or Donald Trump with a battle axe. They have lost some of their empire to the elves and halflings as noted above.




P.S. I'm thinking a crazy happy gnome with round rose-tinted glasses.... The Elton John reference is muddling my brain, me thinks. :uh-huh:

Heh, my brain makes odd connections, too. ;)
OmnipotentSeal

08-13-07, 05:53 AM
Added the Dwarves! More to follow...
OmnipotentSeal

08-13-07, 08:31 PM
Brainstorm! A new branch of the Syntychian Cult has been added, representing transitional beliefs before the orthodox branch was established, providing me with a reason for the elves to have holy wars after defeating the orcs, aside from the obvious power vacuum excuse. They're sort of a mix of Greek/Roman gods with the Zorastrian vibe from the orthodox branch. They view the traditional "old" elven gods as "angels" or aspects of the Creator that represent Order, while the Babylonian orcish "new" gods, represent "chaotic" aspects and "demons." They also view Syntyche and Kyros as divinity on earth, focusing on the miracles the prophets did in their time. Though schismite churches are small, they're gaining popularity with the renaissance among academics, hippies, and more open minded elven nobility. The conservatives, naturally, see them as throw-backs and heretics. Check the notes for more info... :D
queenfange

08-13-07, 08:40 PM
Nice work on dwarves. I like the new idea for elves.

As far as website for setting, the one I mentioned is both for near-complete ones and ones where people are looking for feedback, suggestions, further expansion, and playtesting (just fyi).

I still like gnomes. :D
OmnipotentSeal

08-13-07, 08:46 PM
The gnomes are coming... I have a lot of notes. And putting them in a form that is legible and makes sense (to me, and hopefully others) is half the battle. I even have notes on a game starting at first level, complete with a dramatis personae.
OmnipotentSeal

08-21-07, 12:52 PM
Sadly my internet is nonexistant, so they'll be more updates when that situation is rectified. :(
OmnipotentSeal

08-28-07, 02:18 AM
A shameless bump, but I added "Heart of Darkness" as one of my influences... I can definitely see an elven explorer going insane in the savage areas of Eltonia. Which, in turn, makes me think of The Tempest, and my idea of having a crazy elven politician playing mind games with people on an island. Both of which have a lot to do with the British Empire... And are great reads.

And now for something completely different...

Halflings

Vibrant, strong, and heterogeneous, the halfling peoples are a free-wheeling, tribal culture at the height of its renaissance. They are explorers, privateers, gypsies, merchants, and criminals. A vital faction in the balance of power, the Halfling Commonwealth consists of the warmer southern lands of the major continent,maintaining a strong presence in the strait leading out into the ocean and the colonial holdings of the dwarven and elven empires. With a loosely bound navy that could possibly rival the Imperial Fleet, the halflings provide the other nations of the world with transportation and shipping, using tactics that would be considered illegal under Imperial tariffs, halfling captains sell their services to the highest bidder. Formally under the boot strap of the dwarven guilds, who exploited the halfling government for their own ends, the halfling clans have sought to return to the days before the Occupation, rediscovering their old ways, they are at the forefront of the world's rebirth.

Halfling history is as much a history of their government as it is a cultural history. Little is known about when the halflings came to continent, however, it is known that before they settled, the halflings were only a small band of tightly knit clans, yet having no familial ties in their harsh homeland. Many died in the Great Wandering before the tribes took the seas, seeking a new lands and opportunities. After years of exploration, the halflings landed on the southern tip of the continent, never maintaining a single settlement, however, most kept to the coastline, plying the seas, raiding the kobolds and the dwarves. In these harsh times, those that brought back the most booty from raiding expeditions were able to gain and maintain control of their clans, becoming heroes of great prestige. These clan leaders would eventually form councils within their clans in order to enact laws within the tribe. Though there was contact with other halfling tribes during this time, they were often widely spread, making each settlement largely independent. From these a hundred or more tribal settlements, the Halfling kingdoms were formed, each with their own independent councils and courts with council appointed judges.

During this time, the dwarven guilds had finally came to power, gaining control of the empire with their economic savvy. Seeking to control the southern strait and employ the independent halfling fleets each captained by tribal leaders within the kingdoms, dwarven ambassadors approached the weakest members of each of the tribal councils promising riches, provided he or she swore fealty to the dwarven high king. In an attempt to get an edge on their competitors, these traitors eventually sold out to the dwarven empire. Under dwarven control, the halfling government(s), became more formalized with a lord-representative from each of thirty kingdoms, now provinces within the empire, reporting to the dwarf thane. A law code was written, providing for courts at local, provincial, and national levels, with the beginnings of the circuit court in order to facilitate halfling lords who could not appear at the national court due extenuating circumstances. The thirty kingdoms were consolidated into five with six provinces with each lord swearing fealty to the dwarven thane. The kingdoms were effectively vassal states to the empire.

In spite of this fact, halfling captains maintained a secret gray and black markets in order to facilitate the liberation of their provinces. Skimming money from raids against the elves and kobolds (and eventually the gnomes), these privateers sought to buy back their government from their dwarven masters. Some allied themselves with the elven empire, which was beginning to become more dominant on the continent, facilitating the formation of the Half-Elven League, while others sought to exploit the wars between the gnomes and kobolds, and yet others simply raided whomever they wished, even their own people. During this dark time, some of the most heinous crimes were committed in the name of freedom.

As the dwarven empire over-extended its influence in the region, the grip over imperial holdings began to loosen, allowing for the eventual liberation of the halfing kingdoms, eventually named the Halfling Commonwealth or Free States. In an effort to cast off the influences of the dwarven empire upon their culture, the halfling lords were Under this new government, a single king ruled over one of five kingdoms, each with six provinces, appointed by the leading councilmen in each of the provinces. These provinces maintained their own council, much like the ones maintained before the Occupation. Judges were appointed by each council directly, and a high court would meet once a year to make final rulings on the year's cases, while new councilmen for each of the provinces were chosen. A harvest festival is held as well during this time, allowing for members of each clan to trade stories, make marriage pacts, and partake in food and entertainment. Under this neo-tribal government, the halfling people sought a greater understanding of themselves and their history, leading to advances in art and science. The halfling fleets are stronger than ever, making and breaking alliances with elves, gnomes, dwarves, and human leagues at will. Historians have deemed this the Halfling Renaissance...

The halflings practice am adapted form of Vodou, including influences from the elven cult, dwarven and human paganism, and gnomish philosophy.


Basic Notes
Halflings- pirates!(emerging sea power, rival to Elven Navy, privateers seeking to undermine Empire, explorers trying to find ways to bypass Elven trade restrictions (FIRST to truly rediscover Eltonia), influences- Spain vs England (during Elizabeth's reign), Age of Exploration (Portugal and Spain looking for ways around Ottoman Empire, Columbus, etc.); Pirate Bretheren (Pirates 3))

Halfling Government Notes
Halfling government (aka Halfling Commonwealth, Free States, or Barbary States, influenced by the Icelandic Free States (http://www.daviddfriedman.com/Academic/Iceland/Iceland.html))

Traditional (or Tribal) System (100+ clans/coalitions (each w/council (legislature, marketable), local courts (appointed by council), uniform customs for each clan, geld payments for inter/intra clan disputes (ie. murder), society in-flux (early ships, bedouin-like migration, early use of piracy to gain seats in legislature))
First Contact (or Dwarven) System (first contact w/ dwarves, law code formalized (dwarven influence), consolidation of clans/coaltions (30 Provinces, based on clan relations (formalized by dwarves), individual councils (chosen by halfling lord (position is marketable (sold by dwarven rep), court system (local, provincial, and high court, judges chosen by lord), executive branch (ruled over by dwarven thane (representative of king), around this time the dwarves occupied halfling lands, piracy and border raids still used by warlords (facilitate libration (lords buy back their own land))
Liberation (or Neo-Tribal) System (return to Traditional System w/o executive branch, organizational differences (5 Kingdoms (6 Provinces in each (local councils), numerous clans (no councils, compete for council seats), judicial branch (appeals system (from FCS, appointed by lord directly, use of circuit judges (judges from all levels (5 judges for each province, except high), members of diff clans often out adventuring for money (ie. lords in FCS, council members in OS, everybody in this system (merchants, pirates, explorers, thieves, lawyers), this system is a synthesis of traditonal system and FCS (urge to seperate halfling culture from dwarven culture, return to tribal ways, a literal renaissance for the halflings)
The High Court (meets once a year, rep judge from each of the 30 Provinces, rulings are final, usually includes a festival (bidding for council seats (after rulings), appointment of new judges, souvenirs, magic, shinies)
Punishment (murder (fines, wergeld, set by court (based on position, clan, profession, etc. (OOC- based on NPC level), enforced by plaintiff (case (bought/sold (bounty hunters, detectives, etc.), outlaws (refusal to pay fines, no prosecution for death); thievery (reimbursement in equal or greater stuff, thief-takers (employed by judges (detective, TG, get stuff back, private), same as murder); other crimes (fines, outlawdom))
Finer Points (annoucing crimes (must state murder, admit to theivery, etc. if not (outlawdom, use of bounty hunters, theif-takers, automatically guilty), international law (or regarding Foreigners (subject to state's law if victims are halflings (pay wergeld, outlawdom) "All travelers in the Commonwealth are subject to the laws of the land." (ironically, halflings not subject to international law (in their opinion))
Some Demographics (15 major clans (1-3 in each province), 100+ minor clans))


Rough History

Migrational Patterns/Prehistory (as above in notes, except began on Continent 1, went to other Continent than came back), nomadic existance, clan based, etc.)
Settlement Period (some permanent settlements on Continent 1 (beginning of TS gov't, battles, wars, early contact with gnomes, dwarves, and some kobolds)
Dwarven Occupational Period (see above on Occupational gov't, vassal states of dwarven thanes)
Liberation Period (see above for gov't, halfling renaissance (free from dwarven oppressors, rediscovery of old ways, new science and tech, art, music, enlightment, great economy))
NorthWind

08-28-07, 03:12 PM
This is great!

I'll probably post more on this when I look over it more carefully.