mike_ravenwood
02-17-2004, 12:00 AM
I've been working on getting my campaign setting shaped into something more lucid so I thought I start this topic and get some feedback on the basic concepts and hopefully get a bit of help on my problem areas.
The Nations of Man
Carisis-- (Pretty standard fare medievil setting) After 100 years of civil war the kingdom remains remains devided. To the northwest the faction of the Faithful keep hold true to the old ways. The Church holds sway over the nobles and peasants. The King rules by devine right, the nobles administrate and protect the kingdom, the peasants toil, and the priests minister to all and explore knowledge and understanding. Any exploration of the mysteries of the physical or metaphysical world by anyone outside the clergy is strickly forbidden. Magic... ya right forget about. All forms of arcane knowledge is considered a form of demon worship and violently repressed.
To the southwest the faction of Learning honor the old ways but are willing to strike out in a new direction. Adavances in philosophy, architechture, even basic physics revolutionize society. The nobles still rule and the peasants still toil, but the priest that minister to the people are more concerned with the morality and well being of the populace than promoting strick obediance to centuries old doctrine. They preach that adances in science and the foundation of Schools of Magic to be Devine gifts to aid in the understanding of all people.
The Guildsmen -- (no working title yet) Pollytheists who have devoted their lives to the pursuit of Art. Their definition of Art however differs than the standard fair. Farming, hunting and war all are considered Art forms. The supreme power is weilded by the Counicil of Elders, one respresentative elected by each Guild, directs the focus of the realm. They emphasize the the balance possible between form and function. Man and nature can exist in balance, this is not to say that they are tree hugging hippies, no tears are shed when they cut down a tree, and they are the amongst the most vicious warriors. Their only disadavntage is their fractured nature. The Guilds decide thing by commitee and some equity must be reached before a decision can be made. So unless the realm is directuly threatened they can be a bit slow to react to events.
(this is the one i'm having trouble with, since the social structure deviates from the standard, I'm having trouble figuring out how to organize their lifepaths. any ideas?)
That 's it for this post. Next two more nations of man and some sample lifepaths, and nation specific traits.
The Nations of Man
Carisis-- (Pretty standard fare medievil setting) After 100 years of civil war the kingdom remains remains devided. To the northwest the faction of the Faithful keep hold true to the old ways. The Church holds sway over the nobles and peasants. The King rules by devine right, the nobles administrate and protect the kingdom, the peasants toil, and the priests minister to all and explore knowledge and understanding. Any exploration of the mysteries of the physical or metaphysical world by anyone outside the clergy is strickly forbidden. Magic... ya right forget about. All forms of arcane knowledge is considered a form of demon worship and violently repressed.
To the southwest the faction of Learning honor the old ways but are willing to strike out in a new direction. Adavances in philosophy, architechture, even basic physics revolutionize society. The nobles still rule and the peasants still toil, but the priest that minister to the people are more concerned with the morality and well being of the populace than promoting strick obediance to centuries old doctrine. They preach that adances in science and the foundation of Schools of Magic to be Devine gifts to aid in the understanding of all people.
The Guildsmen -- (no working title yet) Pollytheists who have devoted their lives to the pursuit of Art. Their definition of Art however differs than the standard fair. Farming, hunting and war all are considered Art forms. The supreme power is weilded by the Counicil of Elders, one respresentative elected by each Guild, directs the focus of the realm. They emphasize the the balance possible between form and function. Man and nature can exist in balance, this is not to say that they are tree hugging hippies, no tears are shed when they cut down a tree, and they are the amongst the most vicious warriors. Their only disadavntage is their fractured nature. The Guilds decide thing by commitee and some equity must be reached before a decision can be made. So unless the realm is directuly threatened they can be a bit slow to react to events.
(this is the one i'm having trouble with, since the social structure deviates from the standard, I'm having trouble figuring out how to organize their lifepaths. any ideas?)
That 's it for this post. Next two more nations of man and some sample lifepaths, and nation specific traits.