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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Even if the CHARACTERS have Cultural Familiarity, the players probably don't, and this can lead to expectations mismatch or a requirement for the GM to be constantly doing exposition on the culture. Quote:
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Arnulf - totally not Carolingian France. Frankish influence on Viking culture is reversed here a bit, since Nordlond is the large, dominant culture. But these independent counties are "ruled" by an itinerant royal court that moves from place to place as a sort of ruling council. there is a king, but that's something that lasts only as long as the ruling coalition can be held together. Again, this nation mostly exists because my original designs didn't have anywhere for the Vikings to go viking. Brionnu - totally not Celtic England, south of Arnulf. Government is mostly local, led by "Shepherds" who are basically high-ranking clerics. But it's not a theocracy per se...more like "each parish/region looks to the elder religious figure." Norlondrs like to raid here in the summer. In fact, from a worldbuilding standpoint, Brionnu and Arnulf and, to some extent, Brousha, exist as raiding targets. Names will be Irish, English, Scottish, etc...basically Anglo. Barakthel - Island kingdom due east of sourthern Nordlond or northern Brousha. 250 miles over the ocean. Strangers not really welcome other than the capital city. Culturally the most similar to Nordlond. Dwarf homeland. I have some cosmology stuff about dwarves in my head (their task is keeping things calm below the earth's surface; humanity is charged with above, though there is cross-over). Names are as in Nordlond: Norse. Storean - kingdom of the Elfard, a nomistic demarchy (government by random selection to posts). Common saying "only an elf could think of that, and only a kingdom of elves could make it work." It's just enough organization to deal with threats to borders, incursions, and to have vaguely organized relations with other nations as needed. Mostly the elfard don't care much, and the half-elfard run th eplace. Their capital city Svetiliste probably has a name like "the humans kept wanting to go to our capital city, and they kept coming here, so we declared it the capital and well, that's that." Names are Gaelic and Welsh and other elfy-sounding things. Morevel - totally not Macedonian Greece, really. Due West from Brionnu, Arnulf, and Brousha, and south of western Storean, across the Neveri Steppes. It's not shown on my map, but since you can't really do Greece without boats and Odysseys and the like, the southern border of Morevel is the ocean. Names here should probably be Greco-Roman. Inthriki - Totally not the history of Kamakura-era Japan, with a bit of Korea blended in. I have notes on this culture, but I don't care for them in retrospect. But there's samurai/hwarang analogs as nobility, rice farms, and current rule is, I believe, a military shogunate analog. The druidic-style Imperial Family is kept at a distance, etc. The history of the Kamakura era in the real world is nuts and cool, in a way that "reality doesn't have to be believable." Famines, storms, political fortunes changing because volcanoes blew up...at least that's what I remember from my notes. Names are China, Japan, Korean in flavor. Neveri - totally not stereotypical horse nomads...but I've started reading A Collection of Unmitigated Pretentiousness (ACOUP) about horse nomad cultures and have started tweaking it away from "Algars" and "Dothraki" and more towards something that feels as tangible as Nordlond does. The Neveri horse archer gets an entry in the Bestiary, but no character profession templates ... yet. Brousha - "The Thief-Kingdom of Brousha" was originally the halfling kingdom, run by five oligarchs (and if you're thinking The Five Families from the Godfather...yeah, that) who are basically each in charge of a giant clan. The country has five capitals - the "seat" of each clan/family. Names were taken from Zulu language. Quote:
Between Freyain and Wodenain are mostly great grassy plains, sparsely populated (you can see there aren't a lot of towns there. Central, "urban" Nordlond is the "breadbasket" between the Freayain and Isa and Vidira rivers (you'll note that "wild border stuff" has -áin for river endings, while -á is used in the "civilized central regions." That was deliberate. Both endings mean river, but -áin is older, from what I could gather at the time. Further south is a lot of timberland, which is its own source of wealth. There's not really an east-west. There's "coastal" east, and some surprisingly wealthy settlements on the forest-hill-mountain region that ends at the Vesturham mountain range.
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