| Post/Author/DateTime | Post |
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| Meshakhad03-05-05, 08:47 PM | Can someone design a nation for my campaign world? Here are the following things you need to know: Yes psionics No halflings No gnomes No gods I'll see if I can fit it into my terrain Oh, and one more thing: My world is basically two large continents - one on the equator, one a bit north of it, separated by a sea. The rest of the world is plain water, with a few tiny islands not worth mentioning. And I already have a land of psions. |
| LCD2YOU03-05-05, 11:32 PM | though I hate psionics, with a passion, and you're other things will make things more interesting, here's my take: 1: Metal poor: It could be the preponderance(sp?) of metal that hamper psionic abilities from starting in the first place. 2: High tectonic activity: The stresses and strains on crystaline formations creating electrics and other energy forms of currenthelp with bioloigcal beings becoming psions. 3: There are gods: But with the minds of so many being so powerful and not needing the gods, they are effectively shut out from the world, but that doesn't mean they're not trying. They would love to contact a few of those who did not have psioninc owers and channel through them as much energy as they can, essentially a loss for the diety but it takes money to make money, to gain converts. 4: Higher than normal demonic and devilish activities As the Gods are not all there, due to their needing worshippers and the effects of so many psions on the flow of what would be "divine energy" to the Gods, those things that do not derive their energies from worship but the consumption of souls would be releatively unchecked. I hope that's a good start for you. |
| HailSpork03-06-05, 02:34 AM | There's a nice webpage that helps you build a campaign world: http://www.giantitp.com/Form.html Funny comic there too. I'm sure a lot of you have been there, but I thought I might as well bring it up. |
| Meshakhad05-22-05, 02:27 PM | I have ideas for a world. I need an idea for a NATION. I said I have a nation of psions in order that nobody say "How about a country of psions?". |
| Venom of the Yuan Ti05-22-05, 03:32 PM | Here, have one of mine. The Empire Races: Human, elven (technically), Dwarven ( not citisens but have much to do with the Empire) Size: Very Large Overall alignment of government:NG(varies a lot between dukedoms) System: Feudal Monarchy Leaders: Arcane order, the Grimfist family (current rulers) The Swiftsaber family (rougish and charming, Duke is know as the Bastard Prince world wide) The Blacksteiner Family (Loyal but stubborn, like their drink) The Icewater family (mostly ^artic circle Matricral and arrogant) The Blacktent family (Arabic) and the Fairfrost family (all ^ artic circle, noble and loyal, Duke is married to Kings only daughter, he is next in line now.) Imports/Exports: Few, large enough to support itslef Millitary: Very large, even for size. Includes many experianced specialists, for exaple there is an entire squad in Duke Blacktent's personal leagon who are all Dervish level 3+. Most famous for the Royal Guard, mounted on giant praying matises. Relations: Open, but natives (exept nobles) do not travel much and so are suspicious of stangers. Holidays: Empire day (Kind of like Mardi Gra and christmas rolled into one) |
| prettyripples05-25-05, 08:47 PM | Disclaimer: I spent less time thinking this up than it's going to take me to type. So feel free to chop/change/ignore as you please - it's your campaign, after all. Basic Information ---------------- Name: Racolta Capital City: Rina Power Structure: Rina is tightly controlled by a centralist (i.e., bureaucratic) government of psions, called the Nascita. The Nascita is an intellectual elite, who like nothing better than discussing philosophy or dissecting a commoner when they should be sorting out the city's sewage problems. They are not very popular with the lower classes. The rest of Racolta is a collection of villages, strung together by trade routes. The trade routes are guarded, patrolled and taxed quite heavily, so your party can either pay the price for a safe journey, or try cutting across country - incurring the wrath of bandits and guardsmen alike. Apart from the trade routes (and border outposts), the Nascita doesn't have much influence over the villages, and many still practice superstitious rituals. History: ------ The Gods may not exist; that doesn't stop people from beleiving in them. For 2,000 years the Rascoltans blindly worshipped a pantheon which wasn't there to hear. But that all changed with the arrival of Pscience. Pscience was a new way of looking at the world. Perhaps an apple fell from a tree not because the Gods willed it, but because of the laws of Nature? Psions explored the logical world, and in the process honed their minds into tools and weapons. Most people thought that they were fools and fakers, but some persisted; those who found a gift for these new powers. They formed the Rina Nascita, a ring of fanatical psions intent on bringing Rina into 'the light' of Pscience. To cut a long story short, there was a revolution, and these intellectuals used their Psionic powers to take the city. This was about 100 years ago, and since then there's been major rebuilding and renovation; think of the industrial revolution, but powered by magic instead of steam. Despite all these advances, though, the lower classes still secretly look to their Gods and pray that some heroes will come to save them... Concept -------- There are a few ideas going on here. The Nascita (the Psions) is loosely based on Renaissance Europeans. To begin with, your PCs will probably be merchants, who technically at least support the Nascita. As your campaigns unfold, they'll inevitably learn more about their country and the suffering of the commoners. Perhaps they'll feel sympathetic, and try to join them. If they do, they'll learn that these peasents are hungry for a hero, and they will do whatever it takes to bend you to their will... which is essentially, to destroy all civilisation in Racolta and take down the Nascita. Enemies will usually be corrupt psions, possibly with private armies; irate villagers, intent on burning a 'witch' (psion) at the stake; bandit teams, sometimes encouraged by the local guard (after all, if the bandits are scary, more people pay for an escort) - and, if you wish, the occasional demon summoned by a village shaman. The Gods may be dead, but the devils live on... well, if that's what you want, anyway. Size ---- Racolta isn't actually all that big. Rina itself holds about 24,000 people, of whom 300-500 are psions, another 2,000 or so are their relatives/households, 5,000 are merchants - who at least claim to support the psions, but may secretly hate them - 1,500 are soldiers, loyal to the Nascita, and the rest are peasents living in slums. Generally, the city peasents don't have as much food as the country peasents, and so they spend their time staying alive instead of plotting. They also get pressganged into building roads, colisseums, and statues of members of the Nascita. One other area of note is the coast. Most of the states on this continent are subject to Pirate raids, but Racolta isn't: the Nascita sends all its mechanical geniuses out to the fishing villages, and they delight in making toys - aided by their psionic powers - to torch and cripple the pirate ships. Picture a whole hoard of Archimedes and Leonardos, for example, poring over catupults and giant mirrors. The fishermen are the one group of commoners who absoloutely love the Nascita. How's that? Remember, I don't know your campaign world, so it'll probably need a few changes... but there are plenty of hooks to find, and it fills your requirements (you can take out the demon worship if you want). Btw, I wasn't planning on this filling up a whole continent. The Psions are powerful enough that nobody bothers to attack them, but at the same time they're so busy playing at science that they're no threat to anyone else. This is just a small city state - possibly one of many. Note: The city state is a great tool: first, it's believable; almost every nation had them at some point. Second, it's small; saves on work. But best of all, it's versatile. Go through the border post (for a fee), and you're in Neol, a state of hunters and woodsmen. Here, psions are known for starting fires - a cardinal sin in the densely wooded Neol - and butchered on sight. Obviously, sometimes it turns out they've killed an innocent, but they don't really care. A Neoln is tough, gruff, and carries an axe. You'd mistake one for a dwarven fighter if he wasn't six foot tall. |
| Head_PC 105-26-05, 11:47 PM | How about a cannibalistic nation of shaman-like lizard men that raid for their supplies and have mental defenses against psionics? They are led by a council of elders and their names come in syllabels based on rank, like one syllable for a lowly serf and five for an elder. |
| Dunelord05-27-05, 12:45 AM | How about a nation of Psyic Killers? They could be a small city state that fears it's more the powerful psyic nations near it. |