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Old 12-10-2008, 08:32 PM   #11
combatmedic
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Default Re: Four small Polities for Yrth.

I've sometimes considered adding something a bit like Earthsea or Indonesia- a really big archipelago with multiple nations/ethnic groups. Throw in Rus traders from the Novgorod Republic [GURPS Russia], American Indians from the Pacific NW coast[ Chinooks, Tlingits,etc], and Polynesians. Let the whole thing brew for a few centuries before the islanders make discover distant Yttaria.
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Old 12-10-2008, 10:02 PM   #12
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by Phil Masters

If you want to increase the diversity of Yrth, there are plenty of possibilities for non-Euro/Islamic style TL 0-2 cultures who could resist conquest the way that Bilit Island does - by dint of distance, environmental variation, and a certain amount of raw, wild magic.
Alternatively, there could be a Xanadu/Avalon style pocket universes that periodically open and close.

The problem with all of this is: Aralise ships are equivalent to Earth ships that could circumnavigate the globe with the addition of magic. That they have nto managed to go east till they reach the western shores of their own continent after several centuries tells me that there is something big and bad out thataway that stops these ships, and likely prevents their returning. I have to suspect if these new lands are extra dimensional in nature, they may be hiding from 'Big Bad'.
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Old 12-10-2008, 10:29 PM   #13
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by Captain-Captain
Alternatively, there could be a Xanadu/Avalon style pocket universes that periodically open and close.

The problem with all of this is: Aralise ships are equivalent to Earth ships that could circumnavigate the globe with the addition of magic. That they have nto managed to go east till they reach the western shores of their own continent after several centuries tells me that there is something big and bad out thataway that stops these ships, and likely prevents their returning. I have to suspect if these new lands are extra dimensional in nature, they may be hiding from 'Big Bad'.
The Canon explanation, stated in the books, is that the Ocean beyond Ytarria is filled with regions of widely varied Mana, which makes Far Naval travel a risky business for most Wizards.
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Old 12-10-2008, 10:52 PM   #14
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Default Re: Four small Polities for Yrth.

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Originally Posted by LoneWolf23k
The Canon explanation, stated in the books, is that the Ocean beyond Ytarria is filled with regions of widely varied Mana, which makes Far Naval travel a risky business for most Wizards.
I Magellan can make it without any magic, 400 years of similar ships WITH magic have a better chance than he did.

That they haven't implies something nastier is in play.
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Old 12-11-2008, 01:23 AM   #15
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by Captain-Captain
I Magellan can make it without any magic, 400 years of similar ships WITH magic have a better chance than he did.

That they haven't implies something nastier is in play.

Hostile merfolk with really big augers?
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Old 12-11-2008, 01:51 AM   #16
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Default Re: Four small Polities for Yrth.

These nations sound like fun ... but they're not exactly "small" are they? And they all have elements that threaten to overturn the status quo of Yrth.

To me, a "small" polity is exactly that - small. The Yrth equivalent of Ruritania or Grand Fenwick.

for example ...

Caithlos
The Soverign Barony of Caithlos is a few days' travel inside the Great Forest of southern Caithness. It was founded during the first wave of Caithness colonization by a knight who got lost in a storm while escorting a settler group. There was some feuding with local orc tribes as well as an elf settlement and a humanoid race unknown to the rest of the world, but in time the colony took solid root.

When contact was re-established two generations later, the split between Caithness and Megalos had already taken place. The Caithlosi decided that they didn't want to be part of either kingdom, so they kept a low profile. They don't exactly hide - enough traders on the River Smoke know who they are and how to get to them - but since they're off regular trade routes and sell little of value, the major nations overlook them.

Caithlos has a modest population, two communities large enough to be considered towns, and a couple of dozen villages. One of these twons and most of the villages were originally settlements of a humanoid race unknown to the rest of the world and since interbred to the edge of extinction by the human population, so the communities show a non-human esthetic.

The Lost Race, as they are called, practiced sliviculture (agriculture without clearing land) at a higher level than humans ever achieved, and their techniques are common knowledge in Caithlos. Normal houses are built with living trees as their main support. Treehouses are common in the towns. Community building are usually built in natural clearings. Lost Race buildings tend to dome shapes, while more recent construction uses human patterns.

The major towns are smaller in land area than towns in other countries. However, they are built in tiers, with each town at three major levels (four if you count underground construction) and various "branches" with act as smaller neighborhoods.

The towns and villages are all connected via a series of level and smooth roads which to the untrained eye look like natural paths. The Caithlosi invented the bicycle (or had it introduced to them, records are contradictory) circa 1900, and they took to it with enthusiasm. Caithlosi bicycles have tires made of soft leather filled with a tree-sap mixture that stays soft and gel-like as long as it isn't exposed to air. Tricycles and small cargo-hauling bicycles are common. Horses are not practical in Caithlos.

The main Caithlosi export is hardwood of varying types and ivory from a species of forest-elephant that dwells further in the Great Forest. Following elvish and Lost-Race customs, they harvest these resources lightly. Since they have a small population and trade only for small luxuries, this has not been a burden. They are also known for "Moonflower Wine", made from fruits and mushrooms, known for it's psychedelic effects (contains trace amounts of LSD).

The Soverign Barony of Caithlos has a knighthood - the Order of the Great Forest - which is not widely known nor formally acknowledged outside of Caithlos. Adapting to their environment, these knights more resemble rangers. The Lost Race also had a brotherhood of protectors, who resembled cinematic ninja. Many clans claim to be descended from their traditions, but whether any or not is open for debate.

The Soverign Barony has a Baron and the usual lesser nobility, along with a merchant/artisan middle class. Each village sends delegates to the Chamber of Delegates, which speaks for the common people to the Baron. The nobility are all members of the Chamber of Nobles, but they usually send in proxy votes.

During the Great Upheaval of 1900, the Chamber of Delegates acquired all rights to levy taxes and a veto power over some Baronial decisions. Unlike many royal parliaments, the Chamber of Delegates cannot be dissolved without a vote of it's own members. The Chamber of Nobles may be dissolved at the Baron's whim. While the Baron's powers are extensive (for example, he is the one who decides who inherits noble titles), he cannot rule by decree save in time of war, and even that can be overturned by the Chambers acting together.

The military levees are better trained than most peasant levees, but not quite up to professional military standards. But considering the type of guerilla warfare practiced in the Great Forest, this is not a disadvantage.

I deliberately left lots of fuzzy spots, such as the nature of the Lost Race (save that it has interbred with the human population to the point where pure-bloods are rare), historical events, and the available magic. The individual GM can fill those in to match his campaign world.

* * *

This is my idea of a small polity - with a unique history, a unique culture, and lots of room for adventurers. Plus possible adventure at all levels, from wilderness exploration to hack-n-slash against monsters to political intrigue.
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Old 12-11-2008, 02:57 AM   #17
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by Mysterious Dark Lord v3.2
...The Caithlosi invented the bicycle (or had it introduced to them, records are contradictory) circa 1900...

...During the Great Upheaval of 1900, the Chamber of Delegates acquired all rights to levy taxes and a veto power over some Baronial decisions...
Behold the evils of technology! You give the commoners bicycles and right away they become uppity!


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Old 12-11-2008, 04:32 AM   #18
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by Hans Rancke-Madsen
Behold the evils of technology! You give the commoners bicycles and right away they become uppity!
Maybe the improved quality of life from having bicycles made the commoners ambitious enough to shake up the status quo. Or the bicycles were introduced by a bunch of socialist British banestorm-refugees who infected the populace with radical notions.
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Old 12-11-2008, 05:05 AM   #19
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by combatmedic
Hostile merfolk with really big augers?
How about giant Sea Monsters?
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Old 12-11-2008, 07:01 AM   #20
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Default Re: Four small Polities for Yrth.

Quote:
Originally Posted by Captain-Captain
I Magellan can make it without any magic, 400 years of similar ships WITH magic have a better chance than he did.

That they haven't implies something nastier is in play.
How about mini-Banestorms created by the interaction between drifting "hot" and "cold" mana fronts that randomly shift ships, people and creatures about the planet or or off-planet. Maybe even off-plane. This could have the effect of hampering long range sea travel or at the very least make it extremely risky. Have some of kind Demon Sea as well.
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