| Post/Author/DateTime | Post |
|---|---|
| Ramrod_The_Wizard08-23-07, 07:43 PM | This is my psuedo-greek/turkish nation for my campaign setting.... Many centuries ago, what is now the Mythea, existed many small city states of humans and the various keeps of the dwarven clans. Intermittent wars had been relatively common in the area, squabbles over land, gold, or various other disputes. From the western reaches of the region grew a great kingdom of goblins, ruled by their warlord Zarkahn Duul. Zarkahn’s forces quickly overwhelmed the fragmented nations, and the slaughter continued until a council of kings formed a pact to push back the goblinoid threat. The united forces of man and dwarf concentrated themselves into the Valley of the Sun, which could only be accessed from two narrow passes. Two dwarven generals, Ovim and Mororill, swore to hold the passes until the allied forces could muster a counterattack on the horde of invaders. On the fifth day, the brilliant tactician Alexion led the defenders out of the gates and personally slew Zarkahn Dull, who has foolhardily placed himself near the front lines. The demoralized goblins quickly dispersed and the remnants of the army loyal to Zarkahn were dispatched over the coming months. Alexion was crowned king of Mythea for his glorious leadership and he built the holy city of Zathur in the Valley of the Sun to commemorate the glorious new kingdom. He unified the many cities and created a great and stable empire, ranging to the sea in the north and east to the Dead Sands deep in the south. Two great gates were erected in the pass to protect the city and so future generations may remember the valor of Ovim and Mororill. Since then, the nation has flourished under the reign on Alexion’s heirs. Many winding roads and tunnels ease travel through the mountains, connecting the great cities on the surface and the great keeps deep in the earth. Many have trained griffins as mounts for travel and military reconnaissance; it is a common sight to see messengers soaring high above the mountains. With the lasting peace, art and academia have flourished, making Mythea a haven of the learned. The cuisine consists of local herd animals, cheese, and fine wines, though the dwarves still prefer a good pint of ale. The kings have claimed that the kingdom encompasses territory far to the south, including the Dead Sands. The claim is a hallow one, for the only masters of that blasted landscape are the various nomadic tribes who keep the tradition of their lost empire that has been lost beneath the scorched and barren landscape. Many small cities dot the edges of the sands, but they are the farthest grasp of the king and his men. Raiders come out of the sands and attack at night and harass traveling merchants, and as quickly as they came, they disappear back into the desert. Comments/critiques? |
| queenfange08-24-07, 09:07 AM | Good history (something my realms often lack). It seems like a nice place, but I have tons of questions. Please don't be intimidated or feel you need to answer them all... I think you're off to a great start, and if you don't intend on fleshing it out much more, you are free to ignore my nit-picky wonderings... What deities are there, and how do they tie into the history? Are the genders equal, or is one dominant over the other, and if so- why? Was Alexion a dwarf or a human? Are goats, llamas, camels, or some other herd animal central, and is their hair used to make garments or rugs or dwellings? Are their any racial minorities, and if so, how are they treated? Are cities primarily above ground, below ground, or a combination of the two? What, if any, underlying tensions cause distrust between dwarves, humans, or even different ethnic groups within a race? |
| Ramrod_The_Wizard08-24-07, 10:33 AM | What deities are there, and how do they tie into the history? Are the genders equal, or is one dominant over the other, and if so- why? Was Alexion a dwarf or a human? Are goats, llamas, camels, or some other herd animal central, and is their hair used to make garments or rugs or dwellings? Are their any racial minorities, and if so, how are they treated? Are cities primarily above ground, below ground, or a combination of the two? What, if any, underlying tensions cause distrust between dwarves, humans, or even different ethnic groups within a race? Thanks for the feedback! Its helped alot :D In my setting my religions mimic the feel of real world religions, insofar that you wont see the gods wandering around, but the belief system is solid and two clerics can worship the same ideal but have completely different interpretations. The people of Mythea worship the sun, in a physical and spiritual sense. They believe that it is the source of all life, but it can also destroy. The warming kiss of the suns rays may comfort you, but in excess it will burn you. It comes down to the basic idea of moderation in life, one must enjoy life but excess will cause pain. The general populace adhere to the creator and nurturer aspects, while many swear by the vengeance and pain aspects. While they are not necessarily evil, they are more akin to the fire and brimstone preachers one may see in the real world. Dwarven spirituality, throughout my entire setting, deals with the earth and how we are all part of it. We are all born from the earth and we will all return to it, they revere craft as the scared bond of earth and flame. Dwarves divert little from the common culture, except for an enhanced spirituality. Alexion was a human, i should have clarified that (i have now). The landscape, food, and culture is supposed to be reminiscent of greco-turkish culture. The cities are pretty well mixed between the above and below, and many have a little of both. There are few elves in Mythea, for they rarely venture beyond the Great Western Wood and are only assimilated to an extent in the north. Gnomes are the most common of the other races, though you will most likely only see some in ports and trade cities. Gnomes in my setting are from a far off nation and sail the sea and are commonly merchants or scholars. They are supposed to have a slight asian feel, but that is a gross oversimplification. Halflings are dusted around, but not as common as in other realms. Due to the rarity of other races, there is little tension in Mythea. Humans and Dwarves are for the most part harmonious. There are squabbles and debates, but nothing kingdom shaking. Interpretation of events, how to react to a crisis, and other such problems. |
| GoriceXII08-24-07, 11:13 AM | It seems like this is generally a peaceful realm. So are your adventures going to be mostly about things like exploration, rescue, intrigue and that sort of thing? What kind of mythology might inspire here? |
| Ramrod_The_Wizard08-24-07, 11:19 AM | I think the nation as a whole is generally peacable, but there are many uncharted places within the kingdom to explore. Then there are the mazes of tunnels deep within the earth. Intrigue will not be in short supply either, just because there is a veneer of goodness, does not mean corruption does not exist. |
| Ramrod_The_Wizard08-24-07, 05:43 PM | Here is a brief synopsis of the races and how they fit into my world.... Dwarves Dwarves have a profound spiritual connection to the earth. They believe we come from the earth and, when we die, return to it. The earth is infused with the spirits of their ancestors and their bond stretches far beyond their mortal coil. The strong sense of community in many ways is a necessity, only a fool wanders into the deeps alone. The union of earth and flame is a sacred ritual to the dwarves; their crafts are an extension of themselves and their spirit. The weapons forged by dwarves are blessed at their creation, for craft is the magic of the dwarves. Devotion is important to them, for they believe that life is to be lived heartily and that it is useless to not commit yourself to what you believe in. Elves Elves believe themselves to be the guardians of the earth and it is their duty to punish the despoilers of nature. Elves interpret their reverence of nature in many ways, ranging from co-existence of all beings to a brutal rhetoric of vengeance. Elves are loath to be rash and not consider the consequences of their actions. Their long lifespan gives them a unique worldview, where small details are irrelevant to the bigger picture. The cultures of the elves vary widely, from the mysterious kingdoms in the Great Wood to the many that have spread themselves throughout the world and societies. Gnomes Strangers from a far-off land, gnomes are very common along the eastern coast and any trading port is sure to have a small merchant consortium. Their empire, which few have ever ventured to, lays across the sea far to the east. Their strange customs, dress, and devices make many view them with a sense of weariness. Their beliefs stem from the night sky, which they believe holds the secrets of our destiny. Each being serves a purpose in the greater scheme of things, and they seek to understand the world around them and interpret omens. Halflings Halflings are a race without a home, for they wander the world in their small communities constantly living on the fringe of society. Seen by most as strange mystics, the Halflings have a deep oral tradition that is passed down from generation to generation, for they have no written language. They are looked down upon by many because they believe them to be thieves and distrustful. While many are integrated into society, the majority has kept to their ancestral roots of wanderlust. |
| queenfange08-25-07, 08:38 AM | I like your take on elves and gnomes. For the former, how does their loathing of being rash fit in with the preference for "brutal rhetoric of vengeance" that some of them have? Since they are obsessed with thinking things out and considering possible results, that suggests lawful, but their long world view could push them towards neutral or even chaotic (everyone must be flexible and look not at the single law or issue in question, but look at the big picture). So, it sounds like the south is the primary source of trouble and monsters. Are there any unfriendly neighbors, or perhaps an entire nation run by non-humanoids where more kick-in-the-door adventure awaits? Would there be any naval/sea-faring component, with pirates or such between Mythea and the gnome kingdom to the far east? |
| Ramrod_The_Wizard08-25-07, 12:32 PM | I like your take on elves and gnomes. For the former, how does their loathing of being rash fit in with the preference for "brutal rhetoric of vengeance" that some of them have? Since they are obsessed with thinking things out and considering possible results, that suggests lawful, but their long world view could push them towards neutral or even chaotic (everyone must be flexible and look not at the single law or issue in question, but look at the big picture). So, it sounds like the south is the primary source of trouble and monsters. Are there any unfriendly neighbors, or perhaps an entire nation run by non-humanoids where more kick-in-the-door adventure awaits? Would there be any naval/sea-faring component, with pirates or such between Mythea and the gnome kingdom to the far east? The vengeance that many of the elves have is not a spastic attack on all things they despise, they consider every detail and then strike. It's a cool methodical rage. As for threats, there are still the rumblings of the goblins in the western reaches of the empire, at the foothills near the wood. To the northeast, there is an archipelago that is prone to piracy, but the formal government is a council of leaders from each island, who control every aspect of trade. This came after they decided that inter island war would hurt business. In the far north past the sea, but still on the same continent is my other major power of the known world. Have not fleshed it out as much as this one yet, but the feel of it is much more classical European fantasy, with certain areas having different feels then others. It was once a collection of petty kingdoms, but 60 years ago one of the kings unified the nation and created a great empire and enriched the entire region. He ruled for 50 years, but he died without an heir. Now the empire is run by the several provincial lords who still swaer allegiance to the crown, but that is false promise. The empire has been teetering on the brink of civil war for the past 10 years. |
| Ramrod_The_Wizard08-25-07, 12:33 PM | Here is more stuff i wrote up on Mythea, the formal stuff.... The people of Mythea worship the sun, in both a physical and metaphysical sense. The sun is the source of all life, but it also destroys. The warming kiss of the suns rays may comfort you, but in excess it will burn you. One must live his life in moderation, enjoyment and enlightenment may not be found through excess. Many believe that the sun is the redeemer, and the loving mother who may at times scold her children. Others claim that burning vengeance shall come as retribution for our sins, and we must constantly find balance and live a virtuous life. Zathur, the crown jewel of Mythea, is nestled away deep within the mountains in the remote Valley of the Sun, making it one of the most defensible cities in the known world. The main boulevard leads directly from the main gate to the Citadel of Surya which is the royal palace and grand cathedral. The citadel is built inside of a mountain, and at the top of the mountain is a shrine that at exactly noon is pierced by the sun’s rays, creating an awe inspiring lightshow from the stained glass as it dances on the mosaics. The central square, which is in the center of the boulevard, hosts the grand bazaar where merchandise from all corners of the empire may be found. Beyond the walls of the city lie small farming villages, making the region entirely self-sufficient. The veneer of peace that suffuses the nation is deceitful, for many dangers are still lurking in the shadows. The grumblings of the goblins and other foul beasts still lurk in the mountains and chasms. Priests at times warn that the farther one ventures from the gaze of the heavenly orb, the closer you are to danger and ruin. Even in the comfort of civilization, another form of evil has its presence. Mortal beings are prone to corruption and the machinations of thieves and politicians pose a great threat to many. Though one must remember, the most dangerous things are those we do not know. Lands far beyond the hills, beasts never imagined, and alien cultures are the greatest danger to someone. One does not know how to react, and if one cannot react, he shall suffer. |