1001 Country Ideas

Post/Author/DateTimePost
#1

hyperionrising

Dec 01, 2008 14:54:18
I've recently started working on a campaign world, and I've discovered that it's a lot different than world building for fiction: you have no idea where you're going to end up, so there have to be points of interest everywhere. Since the action could take place anywhere, every place has to have some definition. Every town has to be different, every city unique -- and every country has to have some sort of distinctive characteristic, even before the PCs get there. You have to have something to start with in case they ever do. To that end, and because I personally am running out of ideas, I propose that we come up with 1001 tidbits of information to build up countries around. I'll start:

1. An underwater kingdom in a lake, the size of one of the great lakes.

2. A country ruled by three royal bloodlines who switch places every twelve or so years.

3. A country ruled by half-elves, who insist on keeping it that way.
#2

sparkchaser

Dec 01, 2008 17:58:28
4. A country that is so xenophobic that they have erected a wall all around their country (think Great Wall of China) and are resource rich enough that they don't need to trade with other nations.
#3

strand0

Dec 01, 2008 21:30:10
5. A country where when one dies the body becomes the propery of the state. Which will use necromancy to make an undead for some govermental use.

6. Noble families have to keep up the standard military options, plus one flying mount. (Wyvern, pegasus, Gryffin, something...)
#4

sparkchaser

Dec 02, 2008 1:44:48
7. A country where slaves outnumber masters 40:1 and the slaves aren't aware of this. Or maybe they are.

8. A very small country that consists of a few hundred square miles of lashed together rafts and floats to and fro around the ocean.

9. Two bordering countries locked in a centuries long war over whose Queen was fairer.

10. A country where all weapons are registered and all magic users have to be licensed.

11. A country with a very rigid caste system based on race.

12. A country where mounts are taboo.
#5

hyperionrising

Dec 02, 2008 5:48:23
13. A country where all adults are required to not only bare arms, but to sojurn for a week in the upper part of the Underdark upon reaching adulthood.
#6

sparkchaser

Dec 02, 2008 16:52:42
13. A country where all adults are required to not only bare arms, but to sojurn for a week in the upper part of the Underdark upon reaching adulthood.

Bare arms or bear arms?
#7

sparkchaser

Dec 02, 2008 16:53:48
14. A country that has hired out it's standing army to orcs and other such races.

15. An isolated island nation of minotaur that have completely deforested their land and have begun sending out heavily armed expeditions to find wood.

16. A country ruled by a [benevolent/tyrannical] dragon.

17. A long forgotten and isolated island nation that centuries ago was cursed and is now completely populated by undead who have set up a republic style government.

18. A country where all nobles must spend 2 years living as a peasant and 2-4 years adventuring in foreign nations.
#8

hyperionrising

Dec 03, 2008 6:35:47
19. A country ruled by a puppet government whose duties include municiple matters and petty political squabbles to keep the nobles busy.
#9

Aldoth

Dec 03, 2008 6:56:06
20 A country where it is illegal to be a spellcaster

21 A country where every 28 days they change leadership by a contest of strength in the Arena.

22 A country that works like a parasite. A group of seven thousand nomads settle in an area and take over till they strip all the resources and move on.
#10

abel_knightlord

Dec 03, 2008 9:13:41
23) A country ruled by some race of monster and is percieved as the empire of evil by ousiders. Turns out the place isn't bad and actually, the monsters aren't any more evil than other people. Maybe the king and his court are vampires that feed on criminals or volontary donations. Maybe the place was invaded by orcs and gradualy turned into a real country with trade (think the New Human Empire from Trinity Blood or Oboulds orc nation in Forgotern Realms).
#11

Johnathan_Vagabond

Dec 03, 2008 9:15:00
23. A country where most towns are kept ten feet above ground by stout pillars, and long above ground roads connect the great cities.

24. A country in which a single benevolent undead ruler has worked alongside a senate of the living to guide the country.

25. A country in which vigilanteism is accepted law and public officials are required to spend 2 nights out of the week as vigilantes

26. A country in which there is one undead public official assigned to each 5 living peasents, to ensure that their needs and voice are adequately represented.

27. A country that exists half in the natural world and half in the feywild.

28. A country on an archipelagio composed of mixed land, amphibious, and sea animals ruled by a representative triumverate and a welcome port to pirates.
#12

Taigis

Dec 03, 2008 20:05:28
29. This country enjoys an age-old tradition. Once a year, the wizened human king, arrayed in royal red robes, calls upon the highly skilled elven craftsfolk to create various masterpieces which the king distributes to the most deserving of his people.

30. A country where every citizen has a personal skeleton servant. A hidden brood of undead seeks to abolish such undead slavery.

31. A country that has a king or queen selected as randomly as possible from the country's entire population.

32. A country that worships dragons is slowly transforming its population from human, elf and dwarf into dragonborn whether they want to or not.

33. Another country has raised music to such a esteemed status that major transaction such as business arrangements and contracts must be sung. Imagine: "I want a sword" set to Beethoven's fifth.
#13

drillbossd

Dec 04, 2008 3:26:56
34. Dwarf and halfling country that is run by dwarf industrialists and corrupt dwarf officials. Halflings have few rights and are often force to work in camps or as low wage laborers. The undercurrent for halfling rebellion is strong and so the dwarves hire "private investigators" to violently break up strikes and whatnot. Think age of railroads in America, but more feudal and with some gulags thrown in.

(This is dwarf society in my campaign world. Still haven't come up with a name for my setting yet. Tentatively it's called Three Empires, but I want a better name.)

-Drillboss
#14

Argo

Dec 04, 2008 17:20:43
35. A nation where the only way to do business effectively and get things done is by bribing government officials--so everybody does it. The government's official policy on bribery, however, is public execution, and they need to make an example of someone about once a month.

36. A country run entirely on the Honor System. No laws of any kind, but behaving badly will get you kicked out.

37. The King is the result of a hundred generations of inbreeding and can barely speak, but still wields great amounts of power.

38. A country where every crime is punishable by mutilation. Chopping off fingers, hands, legs, ears, etc. You break the Law, the Law breaks you.

39. After the Queen's death, two rival siblings divide the Kingdom in half. But neither wanted a clean "East/West" division. They decide to pick and choose city by city, village by village (and in the Capitol City, street by street) who rules what, resulting in a bizarre patchwork kingdom. One sibling is a benevolent dictator, the other a harsh tyrant. Travelling in a straight line across the Kingdom will force you to cross back and forth between governments no fewer than twelve times.

40. A country that was ripped apart by a massive earthquake hundreds of years ago, and the country now extends down a massive rift in the Earth into the Underdark. The castle is constructed atop a giant plateau and sits in the center of the rift, with cities built into the living rocks for miles around it. Human moss farmers at the top give way to the deeper cities built by creatures from the Underdark, and all are united under one monarch. The King's race is not known, none are permitted to see him who are not bound to secrecy.
#15

leowulf

Dec 04, 2008 19:17:14
Bare arms or bear arms?

41. A country where powerful Druids and Wizards work together to provide all citizens a right to bear arms. This simple ritual performed at adulthood upon willing citizens gives them a natural strength bonus and a powerful attack, but makes delicate tasks requiring manual dexterity difficult.
#16

Taigis

Dec 04, 2008 21:38:06
42. A small kingdom nestled in the mountains with a monarch under a sleeping curse. Unfortunately, the kingdom is simply the manifestation of the accursed monarch's dreams, its residents having died off years ago. Some of the dream residents of the illusionary kingdom have become sentient to a certain degree and work hard to prevent anyone trying to free their monarch from the curse.

43. In this country, the peasantry are placed under a binding loyalty ritual. Any peasant violating the laws of the land suffer an immediate agonizing death as the spell activates. Surprisingly, the aristocracy is not subject to this spell.

44. In another country, causing the death of another sentient being is punishable by execution (only the state is allowed to control the death of a sentient being) - no excuses are accepted (i.e. no self defense, etc).

45. Another country has a law regulating the color of clothing worn by its population. Only the king is allowed to wear colors beyond tans and browns. (Inspired by old English Sumptuary Laws).
#17

Argo

Dec 04, 2008 23:34:58
44. In another country, causing the death of another sentient being is punishable by execution (only the state is allowed to control the death of a sentient being) - no excuses are accepted (i.e. no self defense, etc).

Oh, man. This one is awesome. It just begs you to push the definition of "causing" death. You can do so much with that.
#18

mazaron

Dec 05, 2008 14:27:23
46. A coastal country ruled by undersea overlords, sahuagins or the like. Their time they can spend on land is limited but they have many agents, all normal humans, half-elves, or the like, who keep tabs on people. And the sahuagin army is never far away....

47. A country where a fair percentage of the people have some form of lycanthropy and these people have to wear identifying marks, and either lock themselves up, submit to the jail or prison to be locked up, or stay inside their own walled communities when it is time to change. Hiding or disguising the mark is a crime.

48. Country where most surface-dwelling, non-flying intelligent races perished. Humans and others have started to build up their numbers, but in the interim flying races rule over all. A coalition of flying races rule over the land, spell-casting and priestly harpies, enforcer gargoyles, and worse.

49. Nation where fey servants are commonplace, such as leprechauns, brownies, sprites, pixes, grig, and the like. They do much of the work in households, factories, fields. Seelie and Unseelie Court politics are important, and changeling humans aren't unusual.

50. Desert city,a ruined metropolis, home to dozens of civilizations that have come and gone. Current main inhabitants are largely human and goblin, ruled over by the representative and court of the distant Khan of the gnoll nations.

51. City in the far north, threatened by an ever advancing glacier, saved from destructon only by a red dragon who shows up every now and then to drive the wall of ice back. Of course, he has a price for his services.

52. Damp, marshy city in a region of swamps and near constant rain. Most people are fighting some sort of infection, usual fungal, so people are constantly using spells and taking potions to keep healthy (but knowledge of what to take when is bewildering for newcomers). Shaped, usable fungi is common place, including domesticated sporebats, giant mushroom houses, and myconid workers. Everything else rots.
#19

hyperionrising

Dec 05, 2008 15:57:17
53. A country ruled by an ancient wizard king whose true nature is unknown due to his habit of changing his appearence completely once a week. He is seemingly somewhat insane, having once declared a national holiday in honor of flying squirrles.
#20

Taigis

Dec 05, 2008 15:57:55
54. The rulers of this country have a highly trained police force that has developed sophisticated techniques and magical items to read the minds of those they investigate. These literal Thought Police seek out those with seditious and traitorous thoughts.

55. This country has a hidden fey army. Although not an aggressive nation, it has called upon this army to defend its borders from all attackers. When this army is summoned, its opponents are eradicated.

56. Another country has abandoned a metallic currency. Instead, it has changed its currency to dragons' teeth. The quest for new money has nearly driven dragons to extinction.
#21

sparkchaser

Dec 05, 2008 16:50:27
56. Another country has abandoned a metallic currency. Instead, it has changed its currency to dragons' teeth. The quest for new money has nearly driven dragons to extinction.

I like that one. I can see surviving dragons banding together to wipe out that government. Or, better yet, hiring high level PCs to take down the government.
#22

mazaron

Dec 05, 2008 20:24:56
57. Country filled with little fey nations, some a few hundred yards or acres in size. Human nation too, people continually have to ask permission to cross these boundaries. Regulars can make deals and treaties, but newcomers have to negotiate again and again and again. And when there is a coup or borders shift, it gets interesing.

58. One of the houses of parliaments is comprised of liches, good aligned mostly. Talk about serving in office for life...

59. Vampires rule the nation. It looks pretty normal to newcomers, but there is the blood tax, paid by reporting to bloodletting stations on a set schedule. Things are set up so that no dies from the bloodletting, that is unless someone proves a problem to the vampires or their human allies.

60. Only the king is allowed to kill monsters in this country. If a monster is ravaging a village, well, they will just have to hold tight. He will eventually get there to kill the creature. All monsters are protected otherwise. If one accidentally dies the local village,farmer, town might be held liable. If you deliberately kill one, such as clueless adventurer who just wandered in...
#23

silvercatmoonpaw

Dec 05, 2008 21:19:57
51. City in the far north, threatened by an ever advancing glacier, saved from destructon only by a red dragon who shows up every now and then to drive the wall of ice back. Of course, he has a price for his services.

Interesting real fact: some time during the Medievil period a little ice age started, and the alpine glaciers advanced on a bunch of villages. The villagers, convinced this was the work of the devil, hired some priests to go out and perform and exorcism to stop the glaciers. They got results!………………for a while.
#24

Taigis

Dec 05, 2008 22:26:23
61. This country has a highly stratified social system. Commerce is considered a lowly activity, so merchants are among the lowest caste. The next highest class is comprised of the intellectuals, including those that use arcane and divine powers. Next is the warrior and those that survive through physical labor. The highest class is reserved for the bureaucrats of the government.

62. This city-state records its history on a massive wall encircling its boundaries. Having your name recorded on the wall is a high honor. Subsequent failure can lead to the removal of not only your name but all of the names of your ancestors.

63. Massive tortoises serve as special beasts of burden in this country. The larger the tortoise and the more ornate its shell can greatly influence its owner's community standing.

64. The rules of this country seeks to preserve as much of its land as possible. Consequently, it has heavily invested in sophisticatedly engineered massive stone towers to serve as the sole residents for its citizenry. No one owns land except for the king, and he's very greedy to control all of it.

65. This country has a bizarre custom: no one may stand taller than the king while they are in his presence. It might not be a significant issue, save for the fact that the king is a halfling.

66. Horses are considered to be of a higher station than everyone except the monarch, to whom the horses are considered equals.
#25

mazaron

Dec 06, 2008 9:42:45
Interesting real fact: some time during the Medievil period a little ice age started, and the alpine glaciers advanced on a bunch of villages. The villagers, convinced this was the work of the devil, hired some priests to go out and perform and exorcism to stop the glaciers. They got results!………………for a while.

Yes, I saw it on a special that was on climate change and history, based in part I believe on a book by Brian Fagan. During the Little Ice Age some glaciers advanced quite a bit in the Alps and were serious threats to villages up there. That was the same time period that saw the vicious winters in London one sometimes reads about from English literature and the horrid winter faced by General Washington and his troops at Valley Forge. Also during that time the Rio Grande river froze over, something unheard of since.
#26

hyperionrising

Dec 06, 2008 9:48:25
67. A country where everyone has a dog, and breeds their dog with that of the person they marry. This sometimes results in the marriage of a noble to a peasant whose dog's line is highly valued. Those who are allergic to dogs are outcasts, no matter what their heiritage.
#27

mazaron

Dec 06, 2008 9:55:53
67. Country that is domainted by elves, though they are a minority. How high you rank in society as a human depends upon the amount of elven blood you have. Half-elves do the best of course, but there are terms in use like quarter-elves and eighth-elves. People page back alley magicians to look more elven so they can "pass" in high society.

68. Country dominated by a caste system, what race you are determines what you can do. Only gnomes for instance can do repair work and engineering (and that is all they can do) for instance. Only humans can farm (and that is all they can do). The caste system includes humanoids like giants, orcs, and goblins.

69. Weird spell effects plague this nation; random creatures become Awakened; intelligent and speaking. Once this happens if they are say farm animals they have the right to go free or if they want to stay on a contract has to be worked out. The raccoon you were about to kill that was raiding the chickens, if he Awakens, now has land rights and may have title to the land you are holding. Killing the animal off is a crime akin to murder.

70. Incredibly superstititous nation, most people ascribe great meaning to meaningless patterns in the tea leaves in the bottom of their glass, what day of the week it is, astrological signs, their house number, if two people say the same thing at the same time. Most of the time this is nonsense, nothing to worry about, but other times bad, or good, random spell effects occur, often enough to keep people on their toes. Good luck charms, hexes, and minor spells to protect people is a thriving business, though many of them are worthless, either know to be by those who create them or created by ignorant hedge wizards who are dabbling in things they know little enough of.
#28

mazaron

Dec 06, 2008 9:58:40
I like that one. I can see surviving dragons banding together to wipe out that government. Or, better yet, hiring high level PCs to take down the government.

If they went after all kinds of dragons, good and evil, I can't see that nation lasting long. Perhaps glib, persuasive dragons could persuade "races of the dragon" like kobolds to wage some sort of jihad against this country. Maybe even more distant relations like the lizardfolk.
#29

mazaron

Dec 06, 2008 10:01:24
[63. Massive tortoises serve as special beasts of burden in this country. The larger the tortoise and the more ornate its shell can greatly influence its owner's community standing.
**That reminds me of Dinotopia for some reason, where dinosaurs of various types - all herbivores - live and work with humans, not only as beasts of burden and mounts but also as allies.
Perhaps these tortoises have sigils carved into their shells, magical sigils that provide good luck, great weather, magical protections, or curses to their enemies.
#30

keltron

Dec 06, 2008 10:20:09
delete
#31

Taigis

Dec 06, 2008 14:26:51
If they went after all kinds of dragons, good and evil, I can't see that nation lasting long. Perhaps glib, persuasive dragons could persuade "races of the dragon" like kobolds to wage some sort of jihad against this country. Maybe even more distant relations like the lizardfolk.

Maybe they didn't go after all kinds of dragons at once. But over time, as certain breeds become scarcer, other kinds of dragons become new targets. Unfortunately, at this point, the dragons have been pushed to such small numbers that a full assault against the nation would be pyrrhic at best. As a further consequence, now that all dragons are so scarce, I'm sure the nation would LOVE to discover that the Races of the Dragon (such as kobolds and dragonborn) have teeth of a comparable, though degraded material. Once the dragons are all gone and their premium currency source is exhausted, they'll have to go after the lower quality teeth.
#32

Argo

Dec 06, 2008 15:22:36
56. Another country has abandoned a metallic currency. Instead, it has changed its currency to dragons' teeth. The quest for new money has nearly driven dragons to extinction.

I love this idea, but I would change it to dragon's scales. Just because if you were using teeth you'd have to kill a feck of a lot of dragons before you had enough teeth for an entire country to switch over to using them as currency. You'd have to kill a bunch if you were using scales as well, but not as many.

EDIT: Actually, it should be that they use every part of the dragon as currency, some parts being more valuable than others. Scales are akin to coppers. Bone pieces replace silvers. Teeth are gold pieces. Claws are platinum. Intact fertilized eggs are the most valuable.
#33

Taigis

Dec 06, 2008 16:49:10
After some misnumbering, I think we are on

73. Marriage is an unknown institution in this society. Children are taken from their mothers and raised in a different community. The state claims ownership of all its citizens. The child belongs to it.

74. Family lines are very important in this state. Your position in society depends on who has the greatest number of different ancestral lines. A citizen's surname is a hyphenation of all of unique surnames that are in their lineage. The monarch, who has the greatest lineage, works to prevent challengers who could potentially have a longer list of families in their name.

75. In this country, the length of your hair determines your station. Or perhaps those of lower station aren't allow to grow out their hair.

76. This country has a strong conflict between the nationalists who want the power of the state to rest primarily in a central government versus the urbanists who what the power to rest in the settlements.

77. Leadership of this state is rotated every five years between ten different cities. The ruler of the state is selected from that city's residents.
#34

raevynnocturne

Dec 07, 2008 9:00:25
78. Best done with Dragonborn (but could be revised to fit a Tiefling): a world in which the number of bony spikes in your crest indicates what your current caste level is. The crest spike would come up more than normal, so that it would be easier to see it. Also, there wouldn't be any disapproval between the castes. You also can't be demoted from your caste, only "cast" out! Sorry, couldn't resist. You can, however, move up in the caste by marrying someone from the caste directly above your own. So it's possible for someone from the Second Tier caste to marry into the Third Tier class, but not the Fourth Tier. Here's how that works:

~*Dragonborn*~

First Tier (One Spike): Commoners. This is by no means a bad thing. It just means that anyone from this caste are the farmers and workers.

Second Tier (Two Spikes): Defenders. This can range from being part of the city guard, to the city Army, to even being a personal bodyguard of anyone in the 4th Tier to 6th Tier.

Third Tier (Three Spikes): Merchants, Artisans, Intellects. These are men and women who have dedicated their lives (and those of their families) to being the best at their field, which can be anything from war tactics, Arcane magic user, or even painter. Lawyers are found in this caste.

Fourth Tier (Four Spikes): Bureaucrat. This caste is your typical low-level politician that runs the city, or aspects of it. Mayors, Governors, etc fall into this category. They have been granted certain limited powers by the local royal family to assist running the city, such as dealing with the financial side of running a city. Judges are found in this caste.

Fifth Tier (Five Spikes): Nobility. You're a step under the royal blood, but you've worked this hard for your family to get to this point. Nobility can serve as ambassadors and envoys to other countries, and are often called to wait upon the royal family.

Sixth Tier (Six Spikes): Royalty. You don't have to be the ruler, but if you're part of the royal blood, you would have six spikes in your crest. You have a duty to your city (or perhaps to several cities, or even your country, depending). You work with the local Bureaucrat to help with the running of the city or cities. This is the hardest caste to become a part of, because usually royalty marries royalty.


~*Tiefling*~- Unlike the Dragonborn, you will still sport horns. However, if you have more then two, you may allow the outer two horns to be curled but the others would be straighter; it wouldn't exactly work if you were Royalty with 6 ram-like curved horns!

First Tier (two horns): Commoners. Farmers, workers, guardsmen all fall into this caste.

Second Tier (three horns): Merchants, Artisans, Intellects. These are men and women who have dedicated their lives (and those of their families) to being the best at their field, which can be anything from war tactics, Arcane magic user, or even painter. Lawyers are found in this caste

Third Tier (four horns): Bureaucrat. This caste is your typical low-level politician that runs the city, or aspects of it. Mayors, Governors, etc fall into this category. They have been granted certain limited powers by the local royal family to assist running the city, such as dealing with the financial side of running a city. Judges are found in this caste.

Fourth Tier (five horns): Nobility. You're a step under the royal blood, but you've worked this hard for your family to get to this point. Nobility can serve as ambassadors and envoys to other countries, and are often called to wait upon the royal family.

Fifth Tier (six horns): Royalty. You have a duty to your city (or perhaps to several cities, or even your country, depending). You work with the local Bureaucrat to help with the running of the city or cities. This is the hardest caste to become a part of, because usually royalty marries royalty.
#35

mazaron

Dec 07, 2008 19:37:22
64: A island nation that is realy the back of asleeping dragon turtle.

Al-Qadim had a giant-turtle-as-island creature, the zaratan if memory serves.
#36

mazaron

Dec 07, 2008 19:56:31
78. Giants are enslaved race in this country, they have to do the bidding of great merchant houses, mining companies, the military. Smaller house giants do work around the house, they are merely ogre-sized or a tad larger. Giants are apraised and sold like horses and have no rights.

79. The military has no metal in its weapons, they are all wooden, bone, obsidian, ivory, flint, chert, or the like. Rust monsters, rust dragons, and other metal eaters are used against the nation's enemies and they have done quite well with this.
#37

mazaron

Dec 07, 2008 19:57:39
SORRY!

79. Giants are an enslaved race in this country, they have to do the bidding of great merchant houses, mining companies, the military. Smaller house giants do work around the house, they are merely ogre-sized or a tad larger. Giants are apraised and sold like horses and have no rights.

80. The military has no metal in its weapons, they are all wooden, bone, obsidian, ivory, flint, chert, or the like. Rust monsters, rust dragons, and other metal eaters are used against the nation's enemies and they have done quite well with this.
#38

Taigis

Dec 07, 2008 23:06:47
81. In this society, adventurers are highly esteemed. Because they have often seen faraway places and unusual circumstances, they are considered more worldly. Therefore, any citizen can call upon an adventurer to serve as an arbitrator or judge in a dispute. Any adventurer who refuses to fulfill this duty faces becoming a pariah as word of their failings spread. Businesses will no longer serve them or their companions. Citizens will no longer cooperate or support the adventurers.

82. Another society restricts the number of children families can have. Parents are expected to have one son and one daughter. No more. Excess children are taken from their parents. Often they are sold into slavery or forced into some service to the government or aristocracy. The front lines of the military are filled with these stolen children. Many adventurers are born from the ranks of these children as well.

83. Inns are highly unusual in this country because they are often seen as a violation of this countries high expectatons of hospitality. Travellers instead are expected to receive room from citizens. But these travellers must perform some service for their patrons; monetary payment is offensive.
#39

hyperionrising

Dec 08, 2008 8:37:18
83. Inns are highly unusual in this country because they are often seen as a violation of this countries high expectatons of hospitality. Travellers instead are expected to receive room from citizens. But these travellers must perform some service for their patrons; monetary payment is offensive.

That's not just interesting and creative, it's really useful as a hook.
#40

Taigis

Dec 08, 2008 9:33:25
That's not just interesting and creative, it's really useful as a hook.

Thanks! I used the Greek concept of xenia as inspiration.
#41

Argo

Dec 08, 2008 17:49:43
84. The King (or Queen, or other royalty) periodically travels the country posing as a beggar. Those who give him money or food or a place to sleep, or extend simple courtesy are rewarded. Those who rob him or are rude are punished. (Inspired by a commercial for "The Secret Millionaire") HOOK: The King left on such an excursion and has not returned. He's always returned within the week but he's been gone nearly a month.

85. The country has a yearly lottery in which it issues ten murder licenses. Whoever is selected by random drawing is permitted by law to murder no more than ten people (except for those who dwell within the Castle) in any manner they choose. Interfering with a carrier of the murder license in the performance of their duties is considered high treason and is punishable by death. Seeking retribution for a killing against someone issued a murder license is considered high treason and is punishable by death. (Inspired by idle thoughts about murder that were in turn inspired by a commercial for "The Secret Millionaire".)
#42

silvercatmoonpaw

Dec 08, 2008 19:16:47
84. The King (or Queen, or other royalty) periodically travels the country posing as a beggar. Those who give him money or food or a place to sleep, or extend simple courtesy are rewarded. Those who rob him or are rude are punished. (Inspired by a commercial for "The Secret Millionaire")

Heck there are old legends from Greece, and probably other places, about gods doing just that.
#43

mazaron

Dec 08, 2008 22:02:04
86. The country has a passion for rehabilitating monster species, and several have been uplifted and are a part of society. One might find harpies, goblins, lizardfolk, and hill giants as polite members of society.

87. Women rule this nation, and various agents - namely sirens, harpies, and lamia - enforce this will. The women rule benevolently but crush opposition with an iron hand.
#44

atrius2006

Dec 08, 2008 23:36:06
88. A country that is the centre pf several world destruction plans. All plans are focused on released Tharizdan from his chains.
#45

kaiterra

Dec 09, 2008 2:16:09
89. A minotaur city that is one huge maze with winding streets that lead to nowhere, hedge mazes, a labyrinthine sewer system and buildings which are all interconnected and filled with maze-like corridors.

90. A lizardfolk tribe that rules a massive marsh and has enslaved kobolds to expand the marsh through irrigation technology while its shamans cast destructive weather magics on the surroundings.
#46

Taigis

Dec 09, 2008 14:27:34
91. This country's settlements are carved into the massive caps of gigantic mushrooms.

92. This culture uses differently colored coral to designate a members rank within the society. The rarer the color, the higher the rank. People wear their coral in jewelry or sewn into their clothing for public display. A person can change their station by acquiring a higher ranking colored coral.

93. This state always takes the first born son of every family. These sons are trained to serve in the military.

94. This country is made up by several city-states scattered around the world. Their central capital is located on an isolated island deep in the heart of a massive ocean. Using portals, this city has acquired vassal city-states around the world. Most of the residents of these vassal states do not realize that they are ruled remotely.

95. This country's settlements are placed on mesas in what was once an arid landscape. Centuries ago, this desert was flooded creating a shallow sea dotted with towering mesa. Imagine the following landscape:

#47

angelofthenight

Dec 09, 2008 19:43:35
96. A nation were gods walk the earth in human guises.

97. A nation where the government maintains illusions, hiding the real state of things from the populous.

99. A nation where the government scans the minds of their citizens for seditious thoughts.

100. A nation inside of an enormous creature.
#48

Argo

Dec 09, 2008 21:35:17
Heck there are old legends from Greece, and probably other places, about gods doing just that.

And while I am aware of those stories, none of those were blasting out of the television shortly before I thought to write that post.
#49

Argo

Dec 09, 2008 21:41:24
89. A minotaur city that is one huge maze with winding streets that lead to nowhere, hedge mazes, a labyrinthine sewer system and buildings which are all interconnected and filled with maze-like corridors.

89, continued. The city-state is full of slaves of many races (human, and orc mostly), almost every Minotaur in the city-state owns at least a few. The slaves are all branded with the mark of the Minotaur who owns them and wear magical collars that give them the ability to navigate between their Master's home and a few other locations of their Master's choosing. Many dead-end passages described above are littered with the skeletons of slaves who attempted escape.

101. A nation of humans ruled by eladrin. The capital city spends most of its time in the Feywild, only shifting to the prime material plane for a week every two or three months.
#50

mazaron

Dec 10, 2008 18:44:02
102. Entirely nomadic nation, lives on vast continent-sized plains, made up of ranchers with moving herds of cattle, craftsmen in wagons, and a great many centaurs. They move to follow the rains, game herds, and trade in settlements that border the plains.
#51

mazaron

Dec 10, 2008 18:59:26
103. A nation obsessed with fighting shapeshifters, as dopplegangers, greater dopplegangers, changelings, and some races with magical abilities to change shape like rakshasha are a continuing nightmare. Security checks, spells in particular, as well as lots of passwords,are in common, everyday use. If people start to act out of character they may find themselves in prison or killed.
#52

Taigis

Dec 10, 2008 19:39:09
104. This state is ruled by the various merchant houses. The house that has that largest foreign revenue is selected to lead every five years.

105. This nation alternates between highly settled and highly nomadic on a roughly fifteen year basis. During the highly nomadic years, travellers in this nation may come across the apparently abandoned cities and villages. And discover those places repopulated just 10 years later.

106. This state has a ceremonial head of state. The people see this leader as a divine conduit through which they can communicate to the heavens. The true head of state and the dominant religious organizations must struggle with the edicts of this independent ceremonial head of state.

107. Members of this culture tattoo their lineage on their body.

108. This state tattoos all of its criminals listing their various crimes using different tattoos.

109. This state regulates the length of blades. Those of lower station are restricted to shorter blades, while those of higher station can use longer blades.

110. Another state harnesses the souls of its criminals to power different things.
#53

jastra_of_the_clawed_hand

Dec 11, 2008 5:22:30
41. A country where powerful Druids and Wizards work together to provide all citizens a right to bear arms. This simple ritual performed at adulthood upon willing citizens gives them a natural strength bonus and a powerful attack, but makes delicate tasks requiring manual dexterity difficult.

Gods, I nearly ****** myself when I read that one! 100% Awesomeness!
" Why is the entire militia unarmed?" - " Look at their hands, they don't NEED weapons!"
#54

Argo

Dec 11, 2008 9:27:11
104. This state is ruled by the various merchant houses. The house that has that largest foreign revenue is selected to lead every five years.

Adventure hook?: The same merchant house has been in power for ten/twenty years because they keep passing laws that make it more difficult for the other houses to do business.
#55

mazaron

Dec 11, 2008 10:32:54
111. A nation where it is impossible to lie. Or at least lie and get away with it. Everyone has an ability while in the lands of this nation, whether they are a native or not, to determine if someone is lying. Automatically. They can't know what the truth is, but they know when an untruth is being stated. This btw is a nation quite safe from such ilk as dopplegangers and other shapechangers.

112. Highly religious country, artists strive to create ultra realistic, pious, holy objects to honor their gods, particularly statues and paintings. If the gods like a particular object, it can animate and come to life. As a result a famous, venerated, ancient talking painting might rule one city, or a walking, moving, talking statue journeys through the countryside, dispensing wisdom and justice. To destroy or steal one of these objects would cause a never ending holy war.

113. Nation fought a war with a neighboring nation of undead. As part of the peace treaty, the undead nation gets access to a percentage of the living nation's deceased for animation for new undead. Every few years to balance out the numbers, a percentage of the undead nation's populace have to show up at a church to be raised back to the living. Deals are made sometimes to try to raise as undead/living (or not!) certain people depending upon their value, and sometimes there are arguments and disputes when say a living person of value dies and is raised immediately; the undead nation wanted them on their side and was looking foward into making them one of their own.

114. Golems and constructs are widely used for everything in this country. A ship might for instance need much of a crew as it can move itself; golems and constructs aren't all bipedal humanoid-like in form. The rich might have intelligent doors that can obey commands, or a plantation might have a golem that is basically a huge moving plow. Also the nation stations many buried golems for defense purposes in the major cities, along major roads, and along the nation's frontier. In fact so many golems and constructs are being used that people are having less and less to do with the day to day running of things, golems are allowed to make more and more decisions, and there is a question of if too much is left up to them, if they control too much of the nation's defenses, and some are starting to question if they have their own agenda.

115. Thanks to a magical war with extraplanar creatures of darkenss, this nation fears darkness. Some major cities are permanently in light with small, hovering artificial brilliant suns. Light spells are very commonplace, candles are everywhere, and many organisms are now bioluminescent. Fireflies are incredibly common, including intelligent tasked ones that are to follow around their masters, ensuring that they are never in darkness. Light golems exist, small golems that glow brilliantly, they also follow around people, or provide illumination to streets or to the interiors of buildings. They can lower or dim their illumination levels and if need be produce bursts of blinding light.
#56

rockjaw

Dec 11, 2008 11:14:18
Post #79 the giants as slaves was excellent, I may borrow that for myself.


112. A small community where the Lord has an alliance with a Treant.......


Argo, this could work...think..!
#57

Taigis

Dec 11, 2008 11:36:14
112. Highly religious country, artists strive to create ultra realistic, pious, holy objects to honor their gods, particularly statues and paintings. If the gods like a particular object, it can animate and come to life. As a result a famous, venerated, ancient talking painting might rule one city, or a walking, moving, talking statue journeys through the countryside, dispensing wisdom and justice. To destroy or steal one of these objects would cause a never ending holy war.

I think I'll use that one.


115. Thanks to a magical war with extraplanar creatures of darkenss, this nation fears darkness. Some major cities are permanently in light with small, hovering artificial brilliant suns. Light spells are very commonplace, candles are everywhere, and many organisms are now bioluminescent. Fireflies are incredibly common, including intelligent tasked ones that are to follow around their masters, ensuring that they are never in darkness. Light golems exist, small golems that glow brilliantly, they also follow around people, or provide illumination to streets or to the interiors of buildings. They can lower or dim their illumination levels and if need be produce bursts of blinding light.

If the light were ever to go out, they would be ravaged by creatures like those found in Pitch Black.
#58

Argo

Dec 11, 2008 15:29:53
Post #79 the giants as slaves was excellent, I may borrow that for myself.

116. A small community where the Lord has an alliance with a Treant.......

Argo, this could work...think..!

Yes, Rocksalt, I daresay it would...

117. A country thrown into turmoil when it was discovered that a member of the Council of Elders, a body responsible for appointing a new King after the death of the previous King, was attempting to sell the throne to the highest bidder. (Ripped from the headlines!)
#59

doomsought

Dec 11, 2008 18:00:58
118: A nation where it is considered the natural order of things to become intelligent undead, most ascend after dieing of old age but there are also accidents. Killing oneself purposely to become undead is a serious taboo and raising unintelligent undead is a serious crime.

119: A country of were-sharks ruled by ancient mangrove-treants who are powerful druids. They are highly civilized by the materials they use make it difficult for land-walkers to tell. They make homes in massive mangrove trees shaped by druidic magic and have deep cities made of shaped corral.

120:A hive mind. something like Mars from A Miracle of Science
#60

mazaron

Dec 12, 2008 12:46:20
I think I'll use that one.





If the light were ever to go out, they would be ravaged by creatures like those found in Pitch Black.

Relating to idea #112, you might want to look up the iconoclast controversy in the Byzatine Empire, there was a big conflict in that society as some felt that too much veneration was being shown to religious artifacts, paintings, and statues. With some it become outright idolatry.

You might look at making a new class of golems, perhaps ones with holy powers of some sort. Or a template for golems or other constructs.

Perhaps also a priestly spell that can imbue such powers, either forever or just for a time, on a given object.

Maybe evil mimics get in on the action, either pretending to be new animated icons, or impersonating existing ones.

Do the icons animate for different churches? If this is a polytheistic nation, particularly if there are evil deities, what happens with rival icons meet? Or if not meet and fight themselves, order their followers to fight for them?

As they are material objects and everything it seems humans creates can be eaten (termites eat wood, silverfish and book worms eat paper, roaches and rats eat a great many things), what happens when a pest eats a holy (or unholy) animated relic? Is this a new class of creature?

Relating to nation #115, there was an intelligent species of large firefly called I think a firefriend in 1E MM2, and in 2E one of the Planescape monstrous compendium appendices had a sunfly. Maybe they are important creatures in this nation, their services much valued at night. Of course, being smallish creatures, they might be vulnerable to predators, perhaps stolen by thieves and sold to rich nobles and merchantmen, targeted by enemies (killing rival houses by elinminating their life-saving sources of light, letting the monsters of darkness do them in). Large ones might exist that lazily drone down busy city streets, small ones that might hover around a person's head like a cloud of gnats, lighting fast dragonfly ones that can deploy to areas where monsters break into a city's light barrier, and huge ones that people can ride at night to patrol.

Animated balls of light might be a new class of construct, some just simply glow and sit there, some agreesively swarm darkness creatures, some are tasked to follow a given individual no matter what, others can burst into a huge flare of light, hurting darkness creatures but destroying themselves, and so forth. Probably a relatively easy new monster to create.

Will o wisps might take advantage of that and occasionally slip into town and do damage.

The only ones that can live in the dark woods at night are Light Elves, elves that naturaly glow in the dark thanks to their luminescent skin.

Normal animals are about extinct, they can only survive the nights if something protects them at night or they can burrow. Or develop defenses against the darkness. Maybe some ant species glow brilliantly in the dark all the time for instance, or creatures lair in caves filled with glowing fungi in times of darkness.

Good aligned dragons might be quite bright with lots of lights up and down their side like some deep sea fish, perhaps spewing as a breath weapon (or an additional weapon) some sort of cloud of light, maybe some sort of substance that glow brilliantly and clings to everything.

If you have speciality wizards maybe there is a wizard called the Lightbringer, many of the spells relate to light, illumination, pushing back darkness, and fire.

Weather might include actual clouds of darkness, sun-blotting clouds that make everything in the region as if in the inky blackness of midnight.

Shadow elementals? Light elementals? Light weirds?

Some cities fearing darkenss make deals with the elemental plane of fire. Azer, salamanders, or efreet might protect cities from the creatures of darkness for a price. Ditto with creatures from the plane of radiance.
#61

mazaron

Dec 12, 2008 12:51:50
Post #79 the giants as slaves was excellent, I may borrow that for myself.


112. A small community where the Lord has an alliance with a Treant.......


Argo, this could work...think..!

Giants have lots of potential. They might view using giants like people of the Indian subcontinet view using elephants. They venerate them maybe, they are hard to control, they can kill their handlers in seconds if mishandled, but they can do vast amounts of work.

Perhaps a whole class of mind control magic items, spells, etc might exist to keep them in check. Of course if these are misused, say on humans...

The treant idea has merit. Of course, I would make the treants different. What would an oak-based treant be like versus a redwood one? Or a pecan one? Many trees are thought to have (or have) medicinal, folkloric, or mythological properties, maybe treants have as much or more variety as elves, some with innate abilities that other types do not have. I had mangrove treants for instance, they were quite different from more typical ent-ish treants. I also had desert treants based on cottonwood trees.
#62

mazaron

Dec 12, 2008 13:01:55
118: A nation where it is considered the natural order of things to become intelligent undead, most ascend after dieing of old age but there are also accidents. Killing oneself purposely to become undead is a serious taboo and raising unintelligent undead is a serious crime.

119: A country of were-sharks ruled by ancient mangrove-treants who are powerful druids. They are highly civilized by the materials they use make it difficult for land-walkers to tell. They make homes in massive mangrove trees shaped by druidic magic and have deep cities made of shaped corral.

120:A hive mind. something like Mars from A Miracle of Science

118 - What type of undead a person is depends on what prepartions if any were made and the type of person. They may reflect a lot on the person's value; a wise, friendly ghost might watch over a family while a rapacious thief guild head might become a vampire. Perhaps only the rich can be come corporeal thanks to Egyptian like funeral practices that are very expensive. The poor are doomed to be ghost like and incorporeal.

119 - Were dolphins might be a possibility also, or selkies (seals don't just live in cold northern waters, look up the Hawaiian monk seal). They might face threats from sahuagin who utterly hate them. Some venerate a vastly powerful ancient kraken, others a good-aligned giant nautilus.
A good aligned race that they might trade with are ocean-going aarakocra (are they white like gulls maybe?) or harpies (with diffferent features maybe, maybe larger wings to glide).

120 - nothing much to add here. A hive mind nation could be interesting, whether it is body snatcherish (becomed one of us!) or benigh (try to convince others to join but it is not required).
#63

DragonsWrath

Dec 12, 2008 17:34:09
121) The nobility of this country are in a constant squabble over frivolous things, specifically clothing. In the book/story I'm remembering this from, the height of your platform shoes was significant, so the king wore one normal shoe, and one platform shoe, so he wasn't choosing sides.

This could be elaborated upon in any number of ways, such as hair style, clothing style, or which way you walk (only making left turns, for example)



122) A county of minuscule races (sentient ant-people, and other insects) that actually lives on a single island or something. Requires some secret item to shrink small enough to visit. A local village knows of this city, and protects it. Sadistic kids with magnifying glasses are shrunk to insect size and forced to live among the tiny folk for a year. ;)


41. A country where powerful Druids and Wizards work together to provide all citizens a right to bear arms.

123) A country that respects great puns. In order to gain a person's trust you must converse with them, and make some awful jokes. This would be interesting to see how long it takes players to realize this, as well as how many they can come up with. May require some planing/scripting on the DM's part...


51. City in the far north, threatened by an ever advancing glacier, saved from destructon only by a red dragon who shows up every now and then to drive the wall of ice back. Of course, he has a price for his services.

Nice. I like that one. Could make for some very interesting social respect for the dragon.

63. Massive tortoises serve as special beasts of burden in this country. The larger the tortoise and the more ornate its shell can greatly influence its owner's community standing.

65. This country has a bizarre custom: no one may stand taller than the king while they are in his presence. It might not be a significant issue, save for the fact that the king is a halfling.

63: Made me laugh.

65: Hilarious! Something weird like that would actually make your size matter! Everyone but the halfling has to crawl for the entire trip!

89. A minotaur city that is one huge maze with winding streets that lead to nowhere, hedge mazes, a labyrinthine sewer system and buildings which are all interconnected and filled with maze-like corridors.

Another neat idea. Force the players to draw maps as they go, and use lots of generic floor tiles?

100. A nation inside of an enormous creature.

Inspired my #122
#64

doomsought

Dec 12, 2008 19:32:28
120 - nothing much to add here. A hive mind nation could be interesting, whether it is body snatcherish (becomed one of us!) or benigh (try to convince others to join but it is not required).

Mars from aMoS is interesting because not only do its members maintain a form of individuality, but also mars itself is lonely, because it has yet to find any other hive minds, or even sapient aliens.
#65

Taigis

Dec 14, 2008 15:47:31
124. This state requires all magic items to be registered. Checks are done primarily at gates into cities. Anyone found with an unregistered magic item are branded. If they are found with unregistered magic items again, the magic items are confiscated. Registration is on a yearly basis and costs a percentage of the magic items cost. You didn't think you'd get that magic item for free did you?

125. This nation of sea faring dwarves lacks a landbased home. They travel in small flotillas from city to city.

126. This nation is vegetarian. There is a collective cultural taboo against eating meat.

127. When entering the capital of this state, adventurers must register their presence and location. The monarch can call upon any adventurers to serve as a jury or advisory body.

128. Creating certain items are restricted to members of particular guilds. Items created by non-members are subject to confiscation. For example, the Cartographers Guild in this country require all maps must be created by there members.

129. There are no roads between settlements in this country. All settlements are interconnected by a series of portals. This leaves vast tracts of land between settlements that are rarely travelled.

130. This country has four cities of identical design. Every year, at the winter solstice, the cities rotate position. Anyone at least partially within the city is carried with it.

131. The ancient rulers of this country have infused the land with powerful spells. Current rulers are able to call upon these spells in times of defense to raise fog, create rain, flood river basins.

132. The fields of crops of this country are enchanted. They can spring to life as animated forms to help bolster this country's army. You've not known humiliation until you've been beaten down by animated stalks of wheat.
#66

mazaron

Dec 14, 2008 17:49:42
133. Random, tiny portals occasionally form to the Postive Energy Plane. Random objects might animate and come to life. Your chair might suddenly get up and walk off with you in it, your broom might suddenly refuse to work and go on strike, or ham sandwich might bite you back. Weapons must be secured at all times as a result owing to possible animations.

Wizards try to manipulate these portals (as do others) in order to try to get armies of dolls, figures, statues, etc. animated to do their bidding. Successful ones can successfully keep an entire household staff of objects animated, or a castle guarded by postive energy golems. Unsuccessful ones destroy the site where the objects are when too big a portal opens and obliterates everything in a certain range.

Owing to close proximity - relatively speaking - to the postive energy plane, wizards can heal people with use of this spell, undead are never a problem (the energy is a deep threat to them).

A variety of ravids live in the country, including the Greater Ravid and Ravidfolk.
#67

evoka

Dec 14, 2008 20:45:03
134. An evil wizard is poisoning a river with a spell (See Vile Darkness spells, 9th level) which turns the drinkers into lycanthropes.

135. A city suddenly closes its gates and no one is allowed to leave or enter, no one has been seen within the city for weeks, however, at night there is light coming from the castle windows.

136. The weather is so extreme in a part of the world that for 3 months in the year the town is cut off from the rest of the world by snow.
#68

mazaron

Dec 14, 2008 21:42:48
137. Culture lives in a mangrove forest. Most of the higher islands are composed of discarded mounds of oyster shell, put there partially as a result of one of the chief food sources of the city, partly because they build up dry land above the level of storm surge.

The community has very limited agriculture, basically bee-keeping for honey (magroves provide great nectar for really good honey) and a few assorted local fruits that are cultivated. Most food comes from sea birds, ducks, alligators, deer, swamp rat, swamp rabbits, and a great variety of fish species.

Chief danger is Gulf Wyrms, huge sinous dragon-like beings, limbless, they occasionally enter the tangled, maze-like swamp and prey upon people. Possible relation to the Sea Drake, they are not evil, just see humans as part of the food chain. If well fed can actually be spoken to.

Mangrove treants exist, they are enslaved by the city, they are key in providing more land area and shelter from storms. A legend exists that a mangrove treant of unusual size and power from the deep swamps will rise and lead his people to freedom. In times of war the magrove treants are directed to change the channels to and from the city, confusing and/or trapping would be invaders.

Scuttlings are smallish, three to four feet high crab people. The original inhabitants of the swamps, they are descended from fiddler crabs but are now bipedal, with the males having one forelimb much larger the the first. They eke out of a good living hunting and fishing, they are a valuable servant class though much taken for granted. Owing to the lack of paper (and the fact that books would rot or wash away) the race inscribes all of its informaton on living conch shells which are maintained in herds in quiet bays. Scuttling wizards enscroll their spells on their own chitinous skin.
#69

Taigis

Dec 14, 2008 21:43:51
138. This country forbids armor except for the nobility and the military.

139. This country reveres history to the point that once a structure is built, it will not be repaired, reconstructed or replaced.

140. This halfling nation has a culture similar to ancient egypt. Massive pyramids, obelisks and pillared temples dot the landscape.

141. The ships of this country use sails that are constructed from dragon wings.

142. The heat is so oppressive during the day in this tropical/subtropical country that all business is conducted late night early mornings. Most businesses close by 8am.
#70

mazaron

Dec 14, 2008 21:52:23
141. The ships of this country use sails that are constructed from dragon wings.

.

Change that to bat wings. Huge flocks of bats are maintained for meat, fur, and wing material to make sails and cloth. Larger flightless bats provide food. More intelligent sheep dog bats herd the animals when needed. Also nocturnal goblins are great batherds, highly valued. As a result there is a thriving humanoid community there, though the humans worry as goblin population rates soar.

Bat ranching started with an evil deity killed off most of the nation's cattle, sheep, hogs, and chickens with a huge plague of undead mosquitos. The bats first were raised to combat the mosquitos but afterwards were the only food source of any real size (that wasn't a plant) that could be utilized.
#71

mazaron

Dec 14, 2008 21:54:19
129. There are no roads between settlements in this country. All settlements are interconnected by a series of portals. This leaves vast tracts of land between settlements that are rarely travelled.

As a result the settlements are unaware of all the uninvited guests moving into the "flyover country" they are teleporting pass. Like goblins, gnolls, black dragons, and beholders.
#72

Taigis

Dec 16, 2008 12:35:01
143. This city state exists deep in the ocean. The entire city is formed from a fast growing coral which stretches nearly a hundred feet into the air.

144. In this country, inheritance is highly structured. The eldest child inherits all of the parents property. The second child is married out of the family, regardless of gender. The third child either joins the military or the church. All children after that are expected to become adventurers and make their own way in life. In the event of the death of the eldest, the inheritance goes to the fourth child and later, until a surviving heir is found. This practice is not only found among the aristocracy and nobility. The peasants follow it as well.

145. Alcohol is illegal in this country. No taverns or bars exist. An underground society exists dealing with alcohol.

146. A wizardly organization has been created in this country. It has three branches - one dedicated to each of implements. These branches have been assigned specific tasks from the monarch.

147. This country is dedicated to protecting the environment. They've launched a series of crusades against what they consider invasive species: aberrations and all manner of magical beasts. They believe many magical beasts were recklessly created by careless arcanists. Introducing these species into the world has destablized the natural environment.
#73

silvercatmoonpaw

Dec 16, 2008 16:21:16
145. Alcohol is illegal in this country. No taverns or bars exist. An underground society exists dealing with alcohol.

Also all the organized criminals wear pinstripes. Everyone knows this, but they ignore it unless they's not enjoyin' their lives so much, capeesh?
#74

Taigis

Dec 16, 2008 19:43:56
Also all the organized criminals wear pinstripes. Everyone knows this, but they ignore it unless they's not enjoyin' their lives so much, capeesh?

Don't forget the wizard mobsters with gatlin gun like wands. ;)
#75

Omni-Wyvernil

Dec 17, 2008 4:36:45
148. A theocratic country which hunts down non-divine casters (especially arcane, primal, and elemental) as "practitioners of witchcraft".

149. A country that worships a sealed primordial locked away in a mountain at the center of the kingdom. Divine casters and god-worshipers are persecuted as 'slaves of the gods'.

150. A settlement of warforged whom reside within a gigantic, castle-sized warforged colossus that wanders aimlessly through a desert wasteland.

151. Due to the former king going somewhat bonkers in his later years before kicking the bucket, the heir to the throne and the new king is - his pet chimpanzee. Since only the king can decree laws, and there's no law in the books for dealing with a situation like this, the royal advisors have attempted to consult druids to figure out the new king's decrees. On a side note, imports of bananas into the kingdom have quadrupled.
#76

mazaron

Dec 17, 2008 10:10:43
152. City in the desert near a major river. Trees are very scarce and everything, buildings of all types, is made of sun-baked or fire-baked clay. Clay magic is predominant in this desert trading city, including variant clay golems, magic to shape fresh clay or baked clay, hurling clay missles. Some clay absorbs too much magic and becomes living clay, an ooze type creature, sometimes useful, sometimes vermin, other times a deadly threat.
#77

doomsought

Dec 18, 2008 18:31:15
153. A state plagued by land sharks (where-sharks). Candy-gram?

154. A nation that has forsaken currency. the players may wand some trade goods.

157. a country which never produced coins, instead they use lengths of cloth. It is not truly currency because the cloth is traded for its own value. Cloth is other wise a big theme, people live in tents, elaborate dress, etc.
#78

DragonsWrath

Dec 18, 2008 21:16:58
153. A state plagued by land street sharks

Fixed!
#79

seyon

Dec 19, 2008 15:42:03
60. Only the king is allowed to kill monsters in this country. If a monster is ravaging a village, well, they will just have to hold tight. He will eventually get there to kill the creature. All monsters are protected otherwise. If one accidentally dies the local village,farmer, town might be held liable. If you deliberately kill one, such as clueless adventurer who just wandered in...

That is just ...
#80

Electricbee

Dec 19, 2008 15:53:47
158. A nation with an intergenerational marriage pattern. A man in his late 30s or 40s will take a maiden as his wife, and they together will raise children. When the children are grown and he has passed on from old age and she is her midlife, she marries a young man and they engage in business, join the army, travel, and generally accomplish things that raising children might interfere with. When he is old and she has passed on, the cycle begins again.
#81

seyon

Dec 19, 2008 16:26:19
Change that to bat wings. Huge flocks of bats are maintained for meat, fur, and wing material to make sails and cloth. Larger flightless bats provide food. More intelligent sheep dog bats herd the animals when needed. Also nocturnal goblins are great batherds, highly valued. As a result there is a thriving humanoid community there, though the humans worry as goblin population rates soar.

Bat ranching started with an evil deity killed off most of the nation's cattle, sheep, hogs, and chickens with a huge plague of undead mosquitos. The bats first were raised to combat the mosquitos but afterwards were the only food source of any real size (that wasn't a plant) that could be utilized.

I like this one.

A big part of my campaign has to do with the west coast and has to do with nautical adventures.
#82

mazaron

Dec 19, 2008 16:56:11
159. Nation where it is clothing is often not actually cloth, but magic. Clothing does exist, but generally for the poorer in society. Everyone else uses various spells to cover themselves, creating clothing that can easily be altered on a moment's whim. More advanced spells can give additional benefits such as protections against various attacks.

160. Designer parasites prevail in this nation, people often have various worms, beetles, microscopic parasites, and other creatures willingly placed in them. Some parasites provide help with spells (not unlike the dragon marks in Eberron), others provide immunities (they are dandy at neutralizing poision or disease). Newcomers are expected of course to have a parasite or three implanted in them, often against their will ("its for their own good").

161. Nation where the nobility all own flying mounts, as does the royal family and rich merchants. There are several cross country aerial races each year, lucrative affairs with huge prizes and that attract many tourists. Mounts are usually hippogriffs, giant eagles, and pegasi but one might also find ki-rin, asperii, griffons, soarwings, and rarely dragons and wyverns.
#83

pogminky

Dec 21, 2008 11:03:17
162: Nation ruled by an earth-bound lawful good demi-god. It is rigidly 'good', but completely racist.

163: The whole city is a giant illusion/dream/ghost town. Don't wake the king!

164: A nation which migrates to different planes every ten years. Or which straddles multiple planes simultaneously.

165: Cannibals!!

166: A nation with only one gender. Procreation is done via artificial or magical means (or even spontaneous pregnancy).

167: Everyone dies at 20/30/40 (Logan's Run style).
#84

doomsought

Dec 21, 2008 14:22:41
168: A nation where certain portions of the population can create walls of force as an innate spell like ability. Streets, buildings and even vessels are made out of permanent walls of force. Airships are common as Walls of force have no mass and are perfectly sealed; it only takes a few fireballs to evacuate a chamber of air. Many shops sell special alchemical pigments that adhere to walls of force and are used for both granting visibility and privacy.
#85

Taigis

Dec 21, 2008 19:48:12
165: Cannibals!!

166: A nation with only one gender. Procreation is done via artificial or magical means (or even spontaneous pregnancy).
.

Maybe combine these two. They procreate by eating their dead.
#86

aberlonian

Dec 21, 2008 21:54:48
169:

In my old 3.5 campaign there was a crazy hermit named Jared who thought he was a king of a wonderful, sprawling kingdom named Anduria (which only existed in his head).

In my 4th campaign, the Kingdom they started in is called Anduria (same players). It is wonderful and exactly like the crazy hermit described. The players were perplexed, and eventually it unfolded that some powerful mages stumbled into Jared and were inspired by his vision. They spread his vision and it spread like wildfire across the land. Peasants, nobles and merchants all gathered their resources and built the utopian kingdom and made him the first King, Jared the Magnificent I. The current king is Jared the Magnificent XXVII.
#87

mazaron

Dec 22, 2008 20:33:16
170. Owing to an elemental war, things are quite different as things taken for granted elswhere are not here. Every person has a contract with various elemental lords; before a baby is born, the parents to be make a contract with the gods of air or the baby doesn't even breathe. To be able to drink water, the lord of water is appeased. The contracts vary, sometimes they require sacrifice; the god of air might want please incense or perfume to waft into the air on festival days for instance, or the gods of water might have some arrangment for a favor to be named later, which might prove to be something akin to shut down that pig farm that is polluting my river.

Adventurers are warned to make a contract before they enter this kingdom. Fortunately, travelers contracts can be made.

Also, one can make contracts out ON people, such as paying the fire princes to burn a house down for instance.
#88

eshenaleros

Dec 23, 2008 5:19:26
80. The military has no metal in its weapons, they are all wooden, bone, obsidian, ivory, flint, chert, or the like...

... monster hunter?
166: A nation with only one gender. Procreation is done via artificial or magical means (or even spontaneous pregnancy).

I had an idea like this quite a while ago, inspired by the gerudo from the legend of zelda (I mean, where do they get their babies if they only have on man every hundred years?). I transformed it into one of the places in a campaign setting I had going, and it was secluded from the rest of the world. Thus, the three guys in the party were constantly asked why their chests were so flat, among other things as the situation warranted.

171. A free city and haven for lunatics and madmen of all kinds, this place is ruled by a wizard who stands almost naked atop his tower and proclaims daily his thoughts on why the world really is just one giant potato.
#89

pogminky

Dec 23, 2008 15:27:02
this place is ruled by a wizard who stands almost naked atop his tower and proclaims daily his thoughts on why the world really is just one giant potato

This sounds a lot like my workplace.
#90

Taigis

Dec 23, 2008 15:27:45
172. This state views iron and steel to be a more precious and valuable commodity than gold or platinum. To use either in weapons and tools is a social taboo.

173. This nation is broken and scattered across several countries. The states hosting this diaspora have each taken different directions in dealing with these refugees. Some allow these people to keep their own laws, while others brutally oppress them.

174. This traveling nation is well respected wherever they visit. They are often called upon to settle local disputes, even in countries where they claim no citizenship.

175. This state heavily taxes its citizens. Foreigners are exempt. However, slaying certain monsters within this realm automatically confers citizenship upon the would-be victors. Perhaps it would be best if you didn't let your exploits be known.

176. This state views clothing as a luxury only for the aristocracy. Anyone dressing above their station can be expected to be stripped and have their clothing confiscated.

177. The ruler of this nation is a seven year old boy. One might expect a regent to rule in his stead until he matures. However, the boy is politically skilled and ruthless beyond his years. Some say that he whispers to a jewelry box that he always keeps close.

178. At the rite of passage celebration in this country, as an individual moves from being a child to being an adult, they are granted one magical wish.

179. The ancient monarchs of this kingdom have never truly died. When a new monarch is named, the previous monarch becomes an undead advisor to the new king or queen. These undead advisors often wander the land. To treat them inhospitably is a great crime.

180. This country lacks major settlements. They have a strict limit on the size of a community. Before a community grows beyond a certain size, the young are expelled and forced to found a new settlement.

181. This dwarven kingdom is ruled by the adopted elven daughter of the previous king. Although some are suspicious of her, she truly sees herself as a dwarf at heart.

182. The noble houses in this country are all paired with a specific family of dragons. Often, the dragons assume leadership roles in the house.
#91

mazaron

Dec 23, 2008 20:19:23
179. The ancient monarchs of this kingdom have never truly died. When a new monarch is named, the previous monarch becomes an undead advisor to the new king or queen. These undead advisors often wander the land. To treat them inhospitably is a great crime.

The ancient Inca in our world had a mummy court of sorts; emperors when they passed on still owned their estates and had courts that maintained them. Each new emperor, who was also btw called the Inca, had to build his own palace. The expense of keeping all these courts and palaces going (in reality the dead emperors cared of course not one whit, but his entourage, they cared) was very expensive to the country.
#92

Taigis

Dec 23, 2008 22:59:13
The ancient Inca in our world had a mummy court of sorts; emperors when they passed on still owned their estates and had courts that maintained them. Each new emperor, who was also btw called the Inca, had to build his own palace. The expense of keeping all these courts and palaces going (in reality the dead emperors cared of course not one whit, but his entourage, they cared) was very expensive to the country.

Nice. I had no idea. Proving that life is stranger than fiction. ;)
#93

eshenaleros

Dec 23, 2008 23:25:07
Nice. I had no idea. Proving that life is stranger than fiction. ;)

that's because fiction has to be plausible

183. A paladin is working with a wizard to bring mechanus coterminus to the material plane at a single point, making the place where it's happening quite literally the perfect place to live.
#94

thegreaterbad

Dec 24, 2008 12:21:06
184. An island kingdom of former pirates, who in looking to increase their riches, require noble families to send "Knights" and travel the mainland looking for wealth.

185. A formerly great Empire, reduced to a single city-state. This city-state is heavily defended and possesses a powerful military. They aren't xenophobic or hostile, unless you get on their bad side.

186. Long ago, religious refugees found the ancient city of gold and have come to live their. However, the ancient city itself is tainted with evil. The people of this city are careful to hide their true intentions and feelings, never knowing who is loyal to who.

187: A sprawling and impressive empire, ruled in the name of order and justice by the will of their Deity...a deity which seeks the elimination of the world's other Gods.
#95

silvercatmoonpaw

Dec 24, 2008 12:40:44
187: A sprawling and impressive empire, ruled in the name of order and justice by the will of their Deity...a deity which seeks the elimination of the world's other Gods.

At first I thought you wrote "ruined in the name of order and justice", which combined with the rest of the blurb would have be pretty interesting ;).
#96

thegreaterbad

Dec 24, 2008 12:54:23
At first I thought you wrote "ruined in the name of order and justice", which combined with the rest of the blurb would have be pretty interesting ;).

Well...there's certainly a case for that happening considering I'm actually using this nation in my home game.
#97

Taigis

Dec 26, 2008 22:39:21
188. The heir of this state is determined through a magical meritocracy. Upon the death of the current monarch, the crown teleports to the heart of a castle. Whomever braves the dangers of this castle and claims the crown becomes the new monarch. Several previous kings have tried numerous methods to circumvent this process in an attempt to pass the crown to their progeny. King Thibault leveled the castle. Queen Sian destroyed the crown and had a new one made. False King Pelan II placed soldiers around the castle, preventing anyone from entering. Each time, these examples and numerous others were overcome and the next true monarch was able to enter the castle, defeat its trials and claim the crown.

189. This country is located in the heart of an ocean, on the ocean floor. What is unique about this country is that, despite being on the ocean floor, the ocean does not cover this portion. A magical barrier holds the ocean at bay. The borders of this country are littered with the wreckages of sea going vessels that have slipped over the edge of the barrier and fallen to the uncovered sea floor below. There is a small island the breaches the barrier. The residents of this country use this island as a port to the outside world. A well traveled road and systems of lifts is used to transport items up and down the slope of this island.

190. This country has several massive earth motes. These floating landscapes serve a valuable purpose; they support the majority of this country's agricultural output, enabling it to generate generous surpluses. They are also home to a secret that is hidden from the vast majority of the country. Important values among the citizens of this country include individual freedom and liberty. Known only to a select few among the upper echelons of society is that the great agricultural productivity of this country is only possible due to the work of slaves imprisoned on the elevated land masses.

191. This nation prizes deception and trickery. They derive great satisfaction from finding gullible dupes and misleading them. Adventurers must beware: it wouldn't be unusual to be told a story of a great treasure horde guarded by some challenging, yet defeatable creature only to discover that the treasure is much less and the challenge much greater. And the teller of such a tall tale would believe that its the responsibility of the listener to be cautious, not the responsibility of the tale teller to be truthful.
#98

DragonsWrath

Dec 27, 2008 14:50:18
188. The heir of this state is determined through a magical meritocracy. Upon the death of the current monarch, the crown teleports to the heart of a castle. Whomever braves the dangers of this castle and claims the crown becomes the new monarch. Several previous kings have tried numerous methods to circumvent this process in an attempt to pass the crown to their progeny. King Thibault leveled the castle. Queen Sian destroyed the crown and had a new one made. False King Pelan II placed soldiers around the castle, preventing anyone from entering. Each time, these examples and numerous others were overcome and the next true monarch was able to enter the castle, defeat its trials and claim the crown.

<3
#99

mazaron

Dec 31, 2008 10:29:00
192. Goverment of any kind is seen as evil. It is not raving lunacy or utter chaos...just everyone has a deep distrust of goverment. Most people live holed up in farms, castles, plantations. There are no cities to speak of, though sometimes businesses congregrate in a given area and have mutual defense pacts and work out a deal to exist alongside one another. There are some organizations - private of course - that provide security for a fee but their customers are free to withdraw at any time.
In some regions a church or a monastery provides local government of a sort but the "country" as a whole is suspcious if a given temple takes control over too large an area.
People in this land are often very well armed, even the children, and most everyone is leveled in some class or another.
Murder and robbery is still frowned upon of course. Though there is no law, no one wants that kind of person, a murderer or a thief, in their neighborhood. They are free to hunt such people down.
No money is minted in this "country." Coins of other lands are valued for either their metal content or their overall spending power to buy goods from those lands. Barter is common.


193. This city-state is seen as hold by several religions and mulitple races owing to is ancient sacred status. It is holy to five human deities, two elven deities, an orc deity, and a dragon god. After centuries of conflict the humans, elves, orcs, and dragons have subdivided the city, ruled by a council with representatives of each group. A neutral group of dwarves keeps the peace, as to them the city is not particularly holy and they are seen as being fair and open-minded.
In this city humans, elves, orcs, and a few dragons work, trade, and live side by side in a sometimes uneasy peace.
The dragon representative has been absent for some time. There are rumors, whisperings really, that he and some allies may return in force and seek to lay claim to a larger portion of the holy city.

194. Everyone, I mean everyone, knows martial arts of the unarmed variety. Due to a relgious revolution only the "elected" in the church can wield actual weapons (i.e. certain clerics and the paladins). However, people are expected to defend themselves and to act as their deitie's warriors, to be holy warriors, so some form of judo, karate, etc is practiced by most everyone in the country regardless of age, gender, or income.
#100

eshenaleros

Jan 01, 2009 0:22:59
195. Pirates raid the shore of a coast continuously all year, and despite the attempts of the local monarchs searching the lands, they still have yet to find the pirate's base.

of course, They will be searching for a long time, as the three bases of the pirates are NOT on land. Instead, a trio of dreadnaughts, housing mid-sized city populations of both combatant and noncombatant people roams the oceans off the coast, working together to eventually make a seafaring "home country"
#101

yellowdingo

Jan 01, 2009 3:20:06
...Every town has to be different, every city unique...

A little thought on Human Settlements.

Conformity is a characteristic of culture. It is entirely possible that a group of communities will be identical (or near identical) in design.

Forgotton Realms Comic ISSUE #15
Tormented Townsman: "Let me go, now. Let me hide. She'll kill me if she knows. She's waiting at the square."
Priam Agrivar (Human Paladin): "Easy, old man. Where is this square?"
Vartan Huy Silvar (Elf Cleric): "It should be right up this way. Two blocks at most"
The companions stare at Vartan.
Vartan: "Dont look at me like that. All your human towns are alike."



196. The Spires of Hrondath: A city state occupying a million square miles of burning desert. Terrible Dust storms move around the city boundary separating the desert from the perpetual rainstorm that inundates the city heart. Between the Towers are vast catchment ponds.

The population consists of a billion elves living in mile high Ceramic Towers linked by skywalks. Each building is identical to the next though the weather outside is defined by the location. Each building is home to a thousand elves. They grow their own food (mushrooms and fish) in an ecosystem occupying every floor within each tower. The dead are composted for nutrients.
#102

Keiichi_m

Jan 01, 2009 4:21:01
197. A tower city, a city that built up, as opposed to out, a single tower several miles high held by magic. the higher in the tower the better your statues. Probably with satalite towers flying around at varying levels to denote statues. it and posable stories that are wider then others farther up. Teleport circles set up to take you to the floor the city you need.
#103

hyperionrising

Jan 07, 2009 12:57:16
This country encompasses a huge spectrum of bioms, from the edges of a great dessert to the fringes of a jungle. Many citizens of many different races undertake journeys along the north/south length of the country, believing that the knowledge gained by experiencing these diverse environments and their associated cultural variations will give them invaluable wisdom. As a consequence of this widespread custom the roads of this country are kept incredibly safe by frequent patrols and numerous guarded resthouses.
#104

Taigis

Jan 08, 2009 14:38:31
199. The people who sell weapons in this country are called Executors and are registered agents of the state. To buy a weapon larger than a dagger, the potential buyer must complete a task for the state. These tasks can be varied but can include bringing fugitives to justice, executing violent offenders, and international assassinations (depending on how evil you want the country to be). Once the task is complete, the potential buyer may complete the purchase. There is no expectation of success; often multiple people are assigned the same task to insure that it is completed. This of course can sometimes lead to a race between two different people. There are always new tasks for potential buyers. New adventurers regularly inherit their weapons due to this restriction of completing a task before purchasing a weapon. However, the inheritor must complete a task in order to get registration papers for the weapon placed in their name. Foreigners bringing weapons into the country must similarly complete a task to get the proper registration. Sometimes, those with proper political connections can get around this by paying a hefty fine instead. The inventory of Executors also include magical weapons and the tasks increase in difficulty with the power of the weapon to be purchased.

200. This city-state appears to be alive and somewhat sentient. Slowly over time the buildings and structures within the city reorganize and move apparently of their own accord. To date, no one has been injured when the buildings move. New buildings built within five miles of the city state come to life and slowly migrate toward the city. The city has never been beseiged; many wonder what the city might do to protect itself.
#105

doomsought

Jan 08, 2009 17:02:49
201: A tinker gnome and powerful wizard (insert jubmle of letters name here) one created a great and powerful flying fortress, however after the first few years, it had only come into battle once and he was getting bored with it, so he made some additions, and a few adjustments. Then he invited some family and they made some additions, and a few adjustments. And then he invited some friends. After a decade the flying fortress had become a massive flying city. The original fortress is considered the front of the city, and is considered the keep, palace and center of governing affairs. These however are merely limited to making sure all the parts of the city are going the same speed at the same time. Six "guard towers" have been also added, but their primary purpose ist to stay in position relative the original fortress.
#106

hyperionrising

Jan 25, 2009 20:32:04
202: A country centered around a mysterious clockwork castle that has provided the country with numerous technological inovations.
#107

mazaron

Jan 26, 2009 19:58:23
203. A country where it is illegal to own an edged weapon or indeed a blade of any kind. No one can use a knife to cut their food (mashed potatoes and scrambled eggs are popular, as are whole fruit that can be eaten!). Cutting hair is a challenge.

204. Half the society is undead. More in some cities. In some cities the higher classes are all vampires and liches, in other cities a mixture of humans and upper caste undead. Humans are gradually being supplanted though, as in some cities the "quick" are used only for breeding stock for zombies, skeletons, or for the chosen few liches and vampires or to do things that undead don't do well, like work in sunlight, grow crops, etc.

205. Succubi rule the nation, openly, they perverted the worship of a deity of beauty and love into worship of succubi.
#108

Taigis

Jan 27, 2009 0:57:57
204. Half the society is undead.

206. The society is half-undead. Not a mixture of undead and the living. Each individual is part undead and part living. How does that work? I have no idea.
#109

hyperionrising

Jan 27, 2009 8:59:51
206. The society is half-undead. Not a mixture of undead and the living. Each individual is part undead and part living. How does that work? I have no idea.

My guess is that a wizard did it.
#110

eshenaleros

Jan 27, 2009 22:39:35
Ah, those crazy wizards.

207. Magocratic city state, wherein the ruler is a man who likes to conduct a wide variety of odd experiments and sells the resulting knowledge to nearby kingdoms. He has 3 monster manuals worth of different creatures all prepped and ready for experimentation, but he has a habit of letting them out of their holding area. Thus, when you see a troll waltz by the window of the tavern, the barkeep will say, "That's nothing new. Leave him alone and he'll leave you alone."
#111

hyperionrising

Jan 29, 2009 16:25:44
208. A country in a generally Europe-like setting ruled by dwarves who immigrated to the contient centuries ago. Samurai dwarves.
#112

leliel

Jan 30, 2009 20:24:48
209. As a counterpart to the nyctophobic city above, these people, due to having been unfortunate enough to be in the area of the awakening of a primodial of light, absolutely destest bright lights of any sort. They sleep in underground caverns during the day, they fly into rages when somone hits them with radiant damage, and they make an effort to shoot out all forigner's lanterns, perfering a sort of blue flame that sheds a glow that does absolutely nothing to banish the dark beyond that which they need to see. Surely they're evil, right?

Well...no. Creepy and sneaky, certainly, but they're just ordinary people who happen to hate lights due to the bad memories they evoke.

Too bad their neighbors haven't gotten the messege or worse, see a potential scapegoat...
#113

fey_feline

Jan 30, 2009 23:23:07
A completely clockwork centered country.
#114

eshenaleros

Jan 31, 2009 1:14:04
A completely clockwork centered country.

making that into a feasible description...

210. The country has foregone magic in order to follow the next great invention: steam and clockwork. Everything runs off one of these two power sources, and magic of any kind, including supernatural abilities, are considered debilitating to the progress of the nation and are thus crimes that are punishable by death
#115

wilwarinandamar

Feb 01, 2009 0:35:26
211. This country is completely nomadic. The citizens live in tents and each family owns at least one mount. It is lead by a chieftan, who serves as a naviagator. Extended family groups, or tribes, have one leader who serves as a council member. Because of this, land rights are nearly unheard of. Theft is met with harsh punishment, because nearly everything the tribes carry is of necessity to survive. Hunting and foraging are the two main food sources, altough small gardens will often be started in places where the tribes plan to stay for a while. Bartering is the main (and preferred) form of currency.
#116

doomsought

Feb 01, 2009 16:45:56
212. A powerful yet nomadic nation. Each clan (large extended family of about 100 individuals) has at least one flying ship. some are nomads(psions) others are wizards, but they all are specialized in the ability to fly. Some clans have polymorphed themselves into having wings on their backs, while others produce smaller flying boats, or simply levitate. They primarily trade magic and psionic items for food, and also offer transportation services.
#117

hyperionrising

Feb 02, 2009 14:40:53
213. A country which is actually run by another, more powerful country to which it pays tribute. Don't try telling the royal court that, though - they're convinced the minor municiple matters they oversee are of vital importance. They may have some "help" with believing that so firmly.
#118

doomsought

Feb 02, 2009 17:37:23
214. A nation ruled by the clerics of Venca. Everyone knos this, but not quite how they do it. Thus thins like gold and jewels have relatively little value, instead information is the currency of the nation. commoners trade short fairy-tales and good jokes (approximately a SP) while the wealthy keep libraries of every book they can, both common and rare. Long forgotten secrets and exceedingly rare books have a value all to their own.
#119

orenthes

Feb 02, 2009 18:05:04
(If I swiped this idea from an earlier page in a thread let me know, I haven't read the entire thread)

215. A tropical island kingdom ruled by the descendants of a famed human pirate who invaded the island and drove out its orc inhabitants ages ago. Since then, the kingdom has prospered as a center of sea trade and the city of Corsos has become its gleaming capital city.

216. An ancient kingdom torn asunder by civil war, between the descendants of its last king and a group of cultists dedicated to Zehir who wish to make it a yuan-ti colony. They mainly fight in the lofty mountain capital of the kingdom known as Saipur, it is carved into the mountainside, similar to that of Dwarven cities, save for the fact that it is a surface city.

217. A landlocked nation, bordered on all sides by mountains, with a policy of rounding up and executing magic-users. Many of these magic-users have already fled to a fleet of old ships, and are in refuge on a jungle island. No efforts to penetrate their defenses have been successful so far.

218. A dark nation ruled by a sorcerer who has become a lich to extend his rule. The starving people are rewarded in some way or another, with food, or other vital supplies, for being informants. Paranoia is rampant, xenophobia is commonplace, and among the mainly human and dwarf population, other races are distrusted. The aristocrats live a life of privilege and fear, the ruler is known for purging the aristocracy on a fairly-frequent basis. Travelers to this nation are allowed, but often pick up more than a few "extra shadows" along the way.
#120

Johnny_Angel

Feb 02, 2009 18:21:54
218. Rank means everything...

The government is heavily influenced by and entwined with the military force of the nation; as such, instead of social classes, rank determines everything. Not only is a general considered a general, but the family of a general would be considered to be of "higher rank" than the family of -for example- someone who is a lowly foot soldier. Honor is very important as well; if someone does something is deemed dishonorable they might be demoted; as such, their family is demoted as well.
#121

Crackerjake

Feb 02, 2009 19:43:39
219) A nation where the land around them isn't natural. The Wizards and Sorcerers of the nation continuously shape and reshape the land according to what they want or believe they need, such as raising a mountain range for protection. This does, of course, have consequences, so they're constantly changing the land to fix the problems that arise, which, in turn, causes more problems... The wildlife is also chaotic, due to their habitats constantly shifting and whatnot.
#122

Johnny_Angel

Feb 03, 2009 10:04:00
220) Bizarro

The country is populated by a group of civilized monstrous races who are constantly plagued by a marauding band of vicious and evil humans, elves, and dwarves.

221) Who stands tall now?!

The main population of the country consists of halflings, but gnomes, and the occasional kobold are present as well. Anyone over the height of 4'4" is considered a second class citizen at best. Shop keepers don't offer fair prices to any of the "Talls." The police force constantly hassles anyone who is over the 4'4" mark. Also, many of the wealthy merchants own slaves who are above the acceptable height mark.
#123

hyperionrising

Feb 06, 2009 11:51:24
222. A country where noble rank is based on the number of members of a family who have been sacrificed to the national diety. The more the better!
#124

eshenaleros

Feb 08, 2009 12:47:11
222. A country where noble rank is based on the number of members of a family who have been sacrificed to the national diety. The more the better!

"Honey, we need to make another one! since jim went out, the neighbors have made three sacrifices! I'm not gonna fall behind those cretins!"
#125

doomsought

Feb 08, 2009 14:09:53
223. A nation ruled by constructs built specifically to rule; furthermore the constructs are always programmed to commission, test, and step down for, their replacements. They then become part of the bureaucracy, or simply retire.
The 'nobles' are really a sub class of artificers who train their whole lives simply to build better rulers.
The class pyramid:
Ruling construct
bureaucrats(both construct and humanoid ), Noble Artificers
Military officers, policing officers, Artificers, teachers
Various tradesmen
Unintelligent constructs
#126

koradzi

Feb 09, 2009 19:32:13
224. A society whose religion revolves around necromancy and ancestor worship. The majority of the citizens are undead, reanimated in a highly ritualized process; the living form the serf caste. In a sense, life begins at death.

225. A nation that is quite literally ruled by a God. The priesthood are the bureaucracy, and all major decisions of state are handled via Augury. The God calls all of the shots, down to an individual's profession and whom he will marry. Despite this shockingly absolutist style of government, the people are all blissfully - even annoyingly - happy. Assuming that the God in question is Good, of course...

226. A society of Drow who (due to the fact that they live in the depths of the earth) have had to evolve as a society without access to wood. They've had to strip mine most of their territory in search of coal - their only means of producing fire. Worked metal is incredibly precious; most tools are made of bone.
#127

Taigis

Feb 23, 2009 0:29:31
227. This nation of dragonborn has divided itself into tribes. Each tribe formed around the ability produce a given breath weapon. If a dragonborn youth produces a breath weapon that doesn't match that of the tribe, it is cast out. (Perhaps these divisions are not by chance. A BBEG could be working to keep the dragonborn divided into separate tribes. She is creating soldiers with specific resistances to go against each of the different tribes. It is easier to create a soldier with a single resistance than it is to create a soldier that is resistant to all dragonborn breath weapons.)

228. In this dragonborn society, your breath weapon determines your position in society. Acid breathers are the highest ranking and fire breathers are the lowest. The rest are arrayed between.

229. In another dragonborn society, your breath weapon greatly influences the type of occupation you are trained for. For example, blacksmiths are regularly fire breathers. There are often examples of inventions that rely on certain breath weapons to function. The electric breathers have created locks which only open when electricity is applied.

230. This final dragonborn society forbids the use of breath weapons by anyone except agents of the state such as the police and military.