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Dr.Livingstone

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Previously I mentioned that this game shall be low-fantasy with no magic, now I am toying with the idea of allowing for magic in rare cases. I'm beginning to think that allowing for a layer of mysticism and magic to surround your characters if you wish might make for interesting ICs. I'm cringing to think of everyone's main characters able to run around and shoot lightening bolts, so instead I am going to go with GM approved wielders of magic. Come to me with an idea, and if I like it, you may use it for your IC.

What do you guys think?
I'm against magic. Magic always seemed like a shortcut to me, getting something for nothing, not to mention that the rules are arbitrary.
If you are going to have magic, it needs to be internally consistent, balanced, and I think most importantly, come at a cost. If I have a magician that can shoot lightning bolts, why don't I just have him train my army rather than have an army of grunts? If he can get gold, why do I have mines? Moreover, if he's powerful, why doesn't he take my spot and become King? Personally, I take the stance that magic should either come at a cost, that is to say summoning forth gold would expend way too much energy to make it worthwhile, or it should be an exceedingly rare phenomena. Perhaps something from the ancient past that is only now being reawakened, or something that grows weaker with every passing year.
 

Clophiroth

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I like the way Aquelarre deals with magic: else it need complicated, obscure rituals, with hard to find ingredients and materials, for too little gain, or else you deal with devils (which will probably ignore you, or at most, teach you something). But as always, the costs in magic are usually personal, and, you know. Sacrificing your soul or a close friend for power it´s a drama when someone is doing it, not an abstract state or country. So, maybe, magic is best left to just minor, ritual-y things with not too obvious effects, or to individual characters/NPCs doing weird things.
 

bakerydog

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8GC7KnY.png


The Mycanstrom Islands
Geography:

The Mycanstrom islands are largely made up of volcanic materials and metals left behind from the Cataclysm. On the largest island, Renoir, most of the land contains some of the better organic materials of the island to allow for prosperous agriculture. However given the changes in climate brought from the cataclysm some of the farthest land south has been turned into swampland's mostly inhabited by a mysterious people who are said to have practiced magic before the Cataclysm. Unfortunately the inner reaches of Renoir are some of the harshest places in the World, having been formerly a land of Volcanoes they now lay dormant. This land is little good for farming given the terrain but some mining colonies exist within. As for the smaller islands they are all too similar to the core of Renoir, colonies exist but they mostly rely on prosperous fishing grounds and trading metals to Renoir who in turn trade with the main continents.
 

BlackBishop

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I'm against magic. Magic always seemed like a shortcut to me, getting something for nothing, not to mention that the rules are arbitrary.
If you are going to have magic, it needs to be internally consistent, balanced, and I think most importantly, come at a cost. If I have a magician that can shoot lightning bolts, why don't I just have him train my army rather than have an army of grunts? If he can get gold, why do I have mines? Moreover, if he's powerful, why doesn't he take my spot and become King? Personally, I take the stance that magic should either come at a cost, that is to say summoning forth gold would expend way too much energy to make it worthwhile, or it should be an exceedingly rare phenomena. Perhaps something from the ancient past that is only now being reawakened, or something that grows weaker with every passing year.

I agree entirely. Firstly any conventional use of magic, such as you described, will not exist. When I think of magic for this world, I'm thinking of something based on mysticism, perhaps the ability to draw strange power from some other worldly realm. And it will be rare, so rare that it's very existence would be largely denied. My thoughts on any use of magic for this game is to largely be an IC devise, a tool for writing an interesting story, rather then stomping through stats, but I agree, should anyone be gifted with the use of magic, it will come at a cost.
 

Dr.Livingstone

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I agree entirely. Firstly any conventional use of magic, such as you described, will not exist. When I think of magic for this world, I'm thinking of something based on mysticism, perhaps the ability to draw strange power from some other worldly realm. And it will be rare, so rare that it's very existence would be largely denied. My thoughts on any use of magic for this game is to largely be an IC devise, a tool for writing an interesting story, rather then stomping through stats, but I agree, should anyone be gifted with the use of magic, it will come at a cost.
If it's purely ic then I have no problem with it.
If it has an effect on the game, or is used in events, I suggest that you keep it ambiguous.
Also for the otherworldly thing, I do have a suggested trade off. The power equals organic energy. If you want lightning to strike your enemies, you must pay with crops, or cattle, or humans. Energy for energy, that sort of thing.
 

BlackBishop

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Another NPC faction you can manipulate with precious metals against your enemies...

The Suun or Sand-men

1500x732_2772_Sancient_San_dwellers_2d_fantasy_desert_sand_ghosts_picture_image_digital_art.jpg

Dwelling in the wastes of Lhana since before the Cataclysm, little is known of the mysterious Suun. In centuries past, the Suun were thought to be a myth, a tale of strange men whose flesh was raised from the desert sands. After the cataclysm, the rush of displaced people to settle across shattered Pangea forced the Suun to come out of hiding, and defend their cavernous oasis beneath the Lhana sands.

Human in appearence, the Suun have skin brown and golden, rough and grainy as if made of sand, and bright glassy eyes, as mirrors. The Suun are known to covet gold and gems, but for unknown purposes, and can be brought out of seclusion and swayed by precious metals.
 

BlackBishop

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The Mycanstrom Islands...

nwx6yuk.png




and the world we have thus far created...

dYUeRsd.png



As we move forward, I should give some details regarding the resource system. I plan to make it rather simplistic, giving each landed player one resource in abundance, and one in demand. Each resource will also have positive effects when in abundance, and negative when in demand.

Iron - Better equipped armies, the abundance of iron allows for smiths to excel their craft. When in demand, armies have to rely on lesser weapons for their armies.

Stone - Abundance creates better fortifications, allowing the cities and castles of the land to better withstand a siege. If in demand, rulers must rely on wood and the little stone they can scrape by, resulting in weaker castles and cities.

Precious Metals - When in abundance, NPC factions are easily swayed to come to your aid. If in demand, NPCs will see little purpose in diplomacy.

Lumber - In abundance in lumber promotes the finest naval ships on the sea. In demand, your navies will be weak, and easily defeated.

Food - Breadbaskets are able to provide for larger populations, thus increased levies, while a demand of food obviously means a smaller population.

Resource points will be spread across the map which armies may seize and exploit. Players may only trade in resources they have an abundance of. Nomadic factions gather resource blocks that they can then spend on a certain goal. For example,
A block of iron can be used to strengthen their army.
A block of stone can be used to build a fortress.
A block of lumber can be used to build a village.
Precious metals can hire an NPC.
Food can be consumed to grow the population.

When trading a resource, your import will either fill a demand, or create an abundance if not in demand. Your exported resource will remain in abundance unless you make a further trade. For example,

Player One has an abundance of precious metals and a food demand. Player two has an abundance of food and demand for precious metals. Looks like the perfect business relationship. A trade deal allows for both players to meet their demands while trading their over abundant resources, thus ceasing the negative effects.

Now say player three enters into an agreement trading excess stone with player one for precious metals. Player one thus has an excess of stone, and loses his excess of precious stone, now gaining excess stone for as long as the trade deal lasts.

Thus, player one has traded away his abundance of precious metals to player two and three, and in return, gains an excess of stone for fortifications, while filling his populations food demand, allowing for growth.
 
Last edited:

Teep

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Cosmogene: A Political Introduction.

MuDBOzD.png

A Brief History:
The Land of Cosmogne was long before the Cataclysm a front in one of the many great wars between Elf and Dwarf. What is now the Plain of Gant was a part of a great forest that stretched from the foothills of the Peligin mountains to a great sea to the south that the river now known as the Cosmogne flowed into. About two hundred and fifty years before the Cataclysm the population of the human tribes at the delta of the Cosmogne grew rapidly and they began to expand northwards into what was then the Elven forest. The Elves saw that the humans had only taken a small part of their lands from them around the river and little of importance had been lost so the humans were left alone. The state of peace was shattered a hundred or so years before the cataclysm when the Human hero Gerhardt Oakfist saved the Dwarfish prince Erngrim of Karash from an Elven raiding party crossing his lands. The canny Dwarf saw an opportunity to punish the great enemies of his people and offered the hero and his human followers a bounty on Elven ears for arms of Dwarfish make. This treaty is known as the First treaty of the Iron Wall, so named due to the great wall in the city of Karash the treaty and subsequent treaties between the two peoples were wrought into. In itself this treaty did not lead to the current Elven situation, that is due more to the events of the cataclysm.

When the Cataclysm occured the majority of the Great forest the Elves lived in collapsed into the sea with climactic changes making the regions around the Venderbight and Irrigo rivers more favourable for Human agriculture than they had previously been with the changes in rain patterns turning what had once been sluggish, small waterways into rivals for the great Cosmogne. The other factors which lead to the current Elvish situation were the migrations of Human refugees from the lower valley of Cosmogne to the northern rivers and the migration of a great Goblin nation into the forest. Wars with both populations lead to the destruction of much of the old Elf infrastructure that remained and the Elves retreated to a few small enclaves deep in the forest.

The influx of human settlers and refugees from the south lead to the creation of the Second treaty of the Iron Wall Twenty-Seven years after the Cataclysm which demarcated the boundaries between the settlements of Dwarf and Man and was an agreement of mutual defence against outside threats. The human leader of that era: Frederick Ironskull, known as the master of the waters is worshiped as god by the Humans of Cosmogne for his heroic actions during the cataclysm saving many when all was thought to be lost. The lands of the Northern rivers were settled by refugees and intermixed with humans from the northern lands who moved south after the cataclysm.

The agreements of the Second Treaty of the Iron Wall were superseded by the Third treaty Three-Hundred and Ninety-six years after the Cataclysm when a great horde of Orcs from the swamps of the Extramontis invaded the southern territories and the confederal agreement was found to be insufficient. The result was the Cosmogenean union which had the three human Dukes and Dwarfish Kings electing one from their number to be High King of the Cosmogeneans for a term of Twenty-five tears, the eldest of the Dukes is usually selected when he is not incapable of his duties.

Z6T0qzl.png

The Lands of Cosmogene
The Territories of the Cosmogenean Union cover the whole of the Plain of Gant as well as the majority of the Cosmogenean part of the Great Peligin mountains and the colony of Fredericksburg on the islands to the south. The mainland of the Forest of Viric is contested by the rump Elvish peoples and the Goblin nation of Fizniks. Some of the mountains are so marginal to human and Dwarf habitation or are inhabited by dangerous beasts so are de facto independedent.

GnSI3Ml.png

The Territory of the Cosmogenean union
The Union is divided into six parts, the Human Duchies of Sicarus with its capital in New Cosmogne, Ferre with its capital in Irem and Darush with its capital in Varchas, and the Dwarfish Kingdoms of Karaskand with its capital in Karash, Syrus with its capital in Khazid Belegar and Idris with its capital in Solnur. Other than the Southeastern march on the border with Campestribus the population increases as you go from northwest to southeast and the density of settlement increases. The Duchy of Sicarus is the overlord of the colony of Fredericksburg.

Note: The Cosmogene flows into the Burning bay, the Irrigo into the Elfsblood sea and the Venderbight into the bay of Stars.
 
Last edited:

bakerydog

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7FdGhtD.png


The Culture/Politics of the Mycanstrom Islands
Culture/Politics- The Culture of the Mycanstrom Islands is highly diverse, seeing many different cultures flourish in the main city of Teria (Pictured in Red on the map) on Renoir. The main Cultures that reside in Teria are but not limited to: Dwarves, Humans, Elves, pacifist Orcs, and Halflings. Traders also tend to come from afar, bringing their wares into port adding into the diversity that Teria has. Most races live in peace having come from the Cataclysm, but the catch is every race contains their own stronghold within the city, meaning that rarely inter-street wars may flare. However these mostly break out in times of civil strife when The King or Queen of Renoir drives the Kingdom into regression. The main status symbol that drives all these races is of course money, with much to be made in selling foodstuffs or various metals from the interior of the island. Generally it is the responsibility of the various land owning families within the cities to take care of their citizens. Outside of the city the King or Queen owns most if not all the land and subjects it to agriculture that is tilled by either free peasants or criminals. Inside the interior "Barren Lands" various colonies subject to the Monarch run themselves but require frequent protection by the King's army in order to fend off Trolls or perhaps Goblins. Further south the "Swamp People" are rarely seen but limited trade and contact with them show an astonishing system of river navigation that runs all the way into the "Floating City". The few who have actually seen it state it as a bunch of rafts tied together with buildings constructed on-top with further anchorage from nearby foliage. Feuding commonly occurs with as they dub themselves the "Moran Confederation" with a hereditary ruler. The main question now is how will the marriage of King Naljk to the ruling Queen of the Moran Confederation Elda go in securing that the island of Renoir is united. Other islands such as Premos (Orange), Ehoen (Yellow), and Yerman (Blue) mainly fall under Renoir's leadership with small mining colonies as in the Barren Lands.
 

Noco19

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DwVfaax.png

Geography of Wali-Dah
The lands of Wali-Dah (trans: Homestead of the Wali) are most noted for the great contrast, between its peoples, between its climates, and between its geography. Cut in twain by the Malimadhm, an enormous mountain range, the southern shores of Wali-Dah are temperate, sporting grasslands and forests. Despite its northern location, warm currents swell from the west, allowing mild seasons year-round, warm (but not hot) summers, cool (but not cold) winters. The numerous islands that dot the Wali-Dah coast share this climate, with minimal mountainous terrain. Great rivers wash down from the Malimadhm, providing fertile soils and robust flora and fauna in the south, reaped by the native Wali peoples. The South-Western tip of Wali-Dah is generally regarded as the most prosperous region, thanks to the Sykim River, which splits into three. Slightly comparable are the lesser rivers of the Tarnlumi in south-central Wali-Dah, and the Liqen in south-west Wali-Dah. On the island of Vrime (the one with a river), perhaps the jewel of Wali-Dah islands, is the Bir River.

The Malimadhm (trans: Great Spires) itself is an impressive sight, spanning from the shores of the west and nearly linking with the Peligin range to the east. With an average mountain height of 13,000 feet, the Malimadhm dominates the horizon, acting as a natural barrier. However, that is not to suggest it is all massive peaks. Lesser mountains constitute the outer layer of the Malimadhm, small enough to allow settlement and passage deeper into the range, with some few routes allowing passage through, given proper planning or experience, like the Goblinoid tribes who inhabit it.

North of the Malimadhm are the Boglands, a land who deserves no proper name, and who bears no proper name. Sustained by various rivers, the greatest of which is the Prongfork in the bog heartlands, the Boglands are a cesspool, a wild place that serves as home to Goblins and other ill beastials. Few Wali would dare venture here.

In the far north of Wali-Dah is Tokebard (trans: Whitelands), a region devoid of most life, supporting only the hardiest of beings. Snowy, windy, and generally uncomfortable, Tokebard serves as a environmental enemy for the Goblins, who fear it, pushing them further south.

The very south-eastern tip of Wali-Dah is a continuation of the Gant Plains. This serves as the main spot of interaction between Wali and outside forces in terms of trade, and things are relatively free of marshy and Goblinoid dangers, a rare area of general simplicity.
 

aedan777

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Grey-mountains, blue-water, yellow-hills, green-temperate forests, red-cities​

The lands of the Djerik Dominion can be divided into three main regions- the Ueston Isles, the Steramew Mountain Range, and the Cevacl Lowlands. Each region has distinctive geography as well as cultural differences for their inhabitants.

Ueston Isles: Rocky and harsh islands, the Uestons are sparsely inhabited, mainly by coastal fishermen. There is a single major settlement, the "city" of Val'sigma.

Steramew Highlands: The largest of the regions of Djerik, the Steramew mountains cover nearly half the Dominion, and contain many small scattered tribes, whose loyalty to the dominion is nominal at best. The only concentration of population is around Lake Longia, on the shores of which lies the city of Yusbund.

Cevacl Lowlands: The most populous of the three regions, the lowlands roll out from the Yakana Foothills at the edge of the Steramew mountains to the coastal Terinum Forest on the seaside. There are four main cities in the lowlands, Geriga in the southwest, Kilika on the Yaluh River in the central north, the capital of Tujikal on the Ithika River in the northeast, and Qeuceuni in the southeast.
 

Galren

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Druma Political Maps

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The overall political map of Druma. Yellow indicates the Maglian Republic, lavender indicates the Braln Confederation, and tan indicates the Suun. Red squares indicate smaller cities while the purple squares represent larger/more important ones.

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This map indicates the land that the major families of Maglia or the major Bralnic tribes own. Dark Green indicates the Mercurios, Yellow indicates the Carbones, Pink indicates the Bandinis, Light Green indicates the Wystan Tribe, Dark Grey indicates the Truro Tribe, Orange indicates the Allard Tribe, Lavender indicates the Dunn Tribe, Purple indicates the Eldred Tribe, and Blue-Grey indicates the Ayers.

--

Can I ask that the Dorster River be changed to the Dorrecat River? I figured the naming pattern I have going on in Maglia would make Dorster stick out like a sore thumb.
 
Last edited:

Tapscott

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Almost the entirety of the region controlled by the roaming Sha’ddin tribes is occupied by the great desert known as the Kalifa ‘The Devourer’ in their tongue, which is also called the Rayatik ‘The Great Wastes’ by their neighbours. In the southernmost reaches of the Sha’ddin territories, beyond the small mountain range that bear the name ‘The Spine’, the Vodune in their tongue, is a small patchwork of scrubland that comes to the closest of what passes for grassland in entire Sha’ddin territories. Overall the lands of the nomadic Sha’ddin are seen as inhospitable and poor, not worth the effort of conquest. It is only the variety of spices that the Sha’ddin cultivate that draws traders to what would be an otherwise forgotten wasteland of the world.

((I don't have my map editing software on this computer. Is this enough to go off Bishop?))



The Sha’ddin

The Sha’ddin are an ancient people who have inhabited the Kalifa since time immemorial, being recorded as existing in the Kalifa well before the cataclysm which saw it expand rapidly outwards into neighbouring regions.

The Sha’ddin are humans, or at least humanoid in appearance, who are marked by their brown skin and dark hair. They are a traditional and superstitious folk who place great importance on the animals that share their land, having over a hundred different prayers to be given depending on how, why, and when an animal was killed.

Scornful of outsiders, and suspicious of the items they bring, traders often find it difficult to trade with the Sha’ddin. As there are countless tribes, all of whom are led by their own Al-Abba’s (literally ‘Head Man’), the attitude towards outsiders varies notably from tribe to tribe. It is just as likely for a trader and his escort to be killed by a tribe as it is for them to welcomed. Those who do find a friendly Al-Abba, however, almost guarantee themselves a huge profit if they make the journey back to civilization successfully. The variety of spices that are cultivated only by the Sha’ddin are numerous, some being worth their weight in gold. Many have attempted to grow these spices elsewhere in the world, but more often than not the crops fail to grow, due perhaps to the large difference between the blisteringly hot Kalifa and the rest of the world.

Suspicious, superstitious, loyal and brave are the trademark characteristics of the Sha’ddin. If their behaviour doesn’t give them away, their full body robes, browned skin and piercingly blue eyes will mark them out. To see a Sha’ddin away from the desert is to see a fish walking on land. As they say in their tongue, ‘Manamut fiz el Kalifa unce drez’. The Devourer is our lover, we shall not leave her.



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