It's all in my head, thoughts tend to come out all jumbled like so i'll see what I can come up with on paper in a few minutes. I have notes in a notebook nearby by that's all they are, notes, ideas, things to be fleshed out along the way.
Before I go on, let me apologise for my map making skills, it's abysmal but it'll have to do to give an idea of how the world is. If someome knows some easy to use program or would offer to make a world map outline that would help me a lot.
Here's what's for sure about the world you'll be starting in:
- You will start in the area shaded red.
- The continent you begin on will be divded into about ten countries.
- The seas all around the worlds edges (edge of the map) have been violent for as long as anyone can remember, some old prophets once said it was the work of the hand of god but that's the kind of thing only your grandparents could remember now, or a town drunk. Recently though, the seas have been growing calmer, only slightly, but it has lead to speculation that soon perhaps people could explore to other areas.
- One country is not included on my mock up map as its location isn't known, it floats somewhere off of the coat near the country you start in. More about that later.
- To the north east and north west of the continent are two small (relatively) islands, they are both under the control of a highly militaristic nation called Marmo (Homage to Record of Lodoss War, although they fight like Dark Elves from Warhammer Fantasy)
- The island chain in the middle of the sea which vaguely resembles a smiley face (not intentional) is a collection of small islands which have not been explored due to horrible weather conditions in the eastern seas that have existed for as long as anyone can remember.
- The easternmost continent is a land which until recently was only rumoured to exist. Whether it has been there all along or appeared along with the planar rifts is uncertain, but since the planar events have begun the far away island has once sent out scouts to the continent you will begin on. They are not friendly, they are predominantly merciless heavily armoured warriors on horseback, medieval knight style.
- Common people worship the land and the spirits, clerics worship the gods and recently....
- Many have begun turning to a rapidly rising new religion called the 'Holy See' (Homage to Berserk) as a way of explaining the problems of the world, for comfort, yadda yadda. Recent information on the streets hints that the religion is organising a massive crusade against the eastern continent of 'savages and heathens.'
- Information is scarce on what is going on in the world, there are tons of rumours and doomsayers in certain parts of the world.
- Only those with a strong soul (adventurers and powerful others) can see the signs of planar rifts or even know what they are, and fewer still would willingly explore them. Typical hints are things such as mist appearing where it shouldn't, a sudden change in scenery like a mirage, I could go on but i'm not going to.
- Much much more, you will learn as you go along. Not all information is to be trusted, there's plenty to see and do.
Things more directly related to where you begin:
Key:
'Country' - Should be obvious
'Population' - Likewise
'Rulership' - Form of rulership, examples include Monarchy, Tribal Leaders, Aristocrats, Emperor and so on.
'Language' - Bonjour!
'Laws' - Countries will be rated on a sliding scale, with 1 being lawless and 10 being extremely strict. OOC information won't always be freely given on the specific laws of a country. It's up to you to find out, ignorance isn't always an excuse a guard will listen to especially if you just broke the law of wearing red socks on the Emperor's birthday
Punishments are missing deliberately, find out if you're interested ; )
A * means the country allows slavery, any country will use capital punishment if pushed far enough.
'Economy' - Gives an idea of how trading might work in that country and how strong the economy is.
'Currency' - Not all countries will use the same currency. After the name of the currency a value will be given, for example Albion Mint (0.5g). As the standard is 1gp being worth 1gp, who knows how this might affect how rich/poor you are and the value of items. It's worth keeping in mind also that you can usually only trade currency at a merchant's guild or city bank. Usually a merchant will accept any currency though, often while making sure s/he nets a tidy profit.
'Weather/Climate' - Should you pack thermals or a bikini?
'Military' - An
estimation of the countries armed forces.
Continent: HalkegeniaCountry: Swayvil (You start here)
Population: 180,000-220,000
Rulership: Queen Henrietta Swayvil with a powerful royal court.
Language: Common
Laws: Strict, 6/10
Economy: Open-market, stable.
Currency: Swayvil Royal (1gp)
Weather/Climate: Temperate, plenty of grassy fields, forests and some mountains too.
Military: 30,000 Strong
A small country with an old monarchy and peer system. Swayvil is governed by the young Queen Henrietta Swayvil after the passing of the previous queen mother a few months ago (Queen Annalise Swayvil). The court has a lot of power in the country, especially since the crowning of Henrietta at age fifteen.
Swayvil is famous for having the worlds best college for magic users, people from all over the known world study there. Relative to other nations its armed forces are quite small, but they make up for their numbers with elite griffon riders and the highest concentration of magic users anywhere in the world.
Due to the current Queen being unable to properly assert her leadship it is currently difficult to assess the political stance of the country and how it might change. Historically Swayvil has always been keen to maintain good relations with its neighbours through trade agreements and political marriages to protect the nations sovereignty.
Military Information:
Well trained and equiped.
7,000 Horse Mounted Knights, 3,000 Griffon riders, 16,000 Battlemages and an additional 4,000 support casters.
Merchant Information: Will not trade with Albion
Imports - Rare Gemstones and Magic Items (Usually for restoration)
Exports - Food, Ore and Magic Items
Continent: HalkegeniaCountry: Albion Population: 130,000-150,000
Rulership: King James Tiberius Kirk
Language: Common
Laws: Very strict, 8/10
Economy: Open-market, unstable.
Currency: Albion Mint (0.5gp)
Weather/Climate: Temperate, plenty of grassy fields, forests and some mountains too.
Military: 25,000 Strong
A satelite country which floats off of the mainland about five hundred feet in the air and between one and five kilometers away. The distance varies depending on the phase of the moon, during the full moon the country is at the closest point in its orbit to the mainland. Nobody knows why the island floats, it just does.
Ruled by King James Tiberius Kirk (no relation to Enterprise), the aristocracy has no power other than the power they can exert over those in their lands. Despite being a similar size to Swayvil the country is much more militaristic and the current King is known to have a personal vendetta against the Swayvil royal family, the reasons are unclear. Seen as though legal travel to and from the country is by military airship only the information on the country is very sparse.
Military Information:
Mainly conscripted foot soldiers, not particularly well equiped but they do have some airships...
20,000 Foot soldiers, 4,000 Wyvern Knights, 500 Battlemages, 100 Support Casters, 400 Airship crew (8 Airships)
Merchant Information: Will not trade with Swayvil
Imports - Ore, Food (Before going to war)
Exports - Nothing
Continent: HalkegeniaCountry: GermaniaPopulation: 1,500,000-2,000,000
Rulership: Emperor Benedict the Just
Language: Common
Laws: Relaxed, 5/10
Economy: Open-market, stable/strong.
Currency: Germania Imperial (2gp)
Weather/Climate: Cool/Temperate, lots of hills and mountains but plenty of farmland due to the countries size.
Military: 200,000 Strong
A large and populous country ruled by Emperor Benedict the Just and influenced by many noble houses. Typically nobles from Germania will spend their childhoods in Swayvil learning magic arts before returning to serve their country upon reaching adulthood. The people of Germania are generally regarded as hardy and a little rough around the edges but they're as friendly as any folk by and large.
Due to the size and population of Germania it is one of the powercentres of the world. The country has a lot of diplomatic weight due to its power and the Emperor isn't afraid to employ them to ensure that other smaller nations tow the line. Rather than a tyrant, the Emperor is widely respected for this role and considered a mediator by many as his actions have helped keep peace in the nearby countries for several decades.
Military Information:
Well disciplined and gigantic, the Germanian war machine is terrifying to behold. At any time there is between fifty and one hundred thousand troops ready to be deployed in the short term and if properly motivated and given time to prepare the Germanian could likely field an army of over two-hundred thousand. In history the Germanian army is known as ruthless and efficient, showing no quarter once their blades have been drawn.
Merchant Information:
Imports - Varies, Germania is so large you will always find a buyer or seller.
Exports - Varies, Germania is so large you will always find a buyer or seller. Germanian equipment and seige engines fetch a high price in other countries also.
Continent: HalkegeniaCountry: KastuulPopulation: 300,000-500,000
Rulership: Shiekh Immeem Hastu
Language: Mycen
Laws: Relaxed, 5/10* Outsiders are not welcome here, Incredibly Strict 10/10 if you are not native to Kastuul.
Economy: Open-market/Bartering, growing/strong.
Currency: None, but they're happy to accept your gold.
Weather/Climate: Hot hot hot, despite being coastal the land occupied by the nation Kastuul is like a desert with few oasis areas where cities are built. Some blame this on an ancient curse, others plain old nature.
Military: 75,000 Strong
A sprawling coastal empire, the Kastuul people were originally very nomadic and moved from place to place in the desert but eventually they settled near oasis' and rivers. Old clan rivalries persist but for hundreds of years the Shiekh's have kept the clans in unity. Primarily the country operates as a neutral merchant empire, so the law there is very much in the favour of the merchant houses which have a large say in how the country is run.
Outsiders aren't welcome here much at all, they're tolerated so long as they have gold but if they make any mistakes they will be shown no mercy. Kastuul are set apart from other people by their tribal markings on their faces, a small crest on their cheek which makes their heritage obvious. To masquerade as a member of a clan you do not belong is equal to treason against the Shiek himself.
Most trading that the Kastuul do is over the seas, and since the seas have been calmer recently the economy is booming. The shipping lanes are full up sending supplies to the northlands and in particular towards the Holy See. They're a no questions asked profit driven empire so long as you've got the coin that is... if you don't have coin then you might be careful not to end up someones slave.
Military:
The army of the Kastuul is entirely horseback riders, and many of them archers. Their arrow techniques are capable of wearing down armies of many times their number if they have to, but nobody seems keen to upset the country supplying their weapons in the first place. They're neutral anyway.
Merchant Information: Watch your back
Imports - Anything
Exports - Everything, at a higher price
Other Countries/Language Spoken:AlaniaPopulation: 80,000-100,000
Rulership: A council of tribal chiefs from around a dozen large clans.
Language: Mycen
Laws: Very Relaxed, 3/10*
Economy: Mostly bartering, weak/stable.
Currency: None, but they're happy to accept your gold.
Weather/Climate: Cool grassy plains, perfect for raising horses.
Military: 15,000 Strong
A landlocked tribal land between Germania, Kannon and Kastuul, for the most part the country is just a whole lot of fields, the people are mostly just simple farmers and horse breeders without much concern for the outside world. The Alanian people are known for living hard, simple, but fulfilling lives.
"Alanian horses, best in the world... if you can get your hands on one. You'll always know an Alanian horse because of the spark in its eyes."
Merchant Information:
Imports - Ore
Exports - Horses, Food
KannonPopulation: 360,000-600,000
Rulership: Lord Protector and Senate (Annex of Valis)
Language: Valtz
Laws: Strict, 6/10*
Economy: Open, stable.
Currency: Valis Star (2g)
Weather/Climate: Cool temperate, cold in the mountains... of which there are many.
Military: 70,000 Strong
A century ago Kannon was a free republic ruled by a senate, today it is an annex of Valis and proud to be. If there's anything Kannon is famous for it would be building sturdy castle walls and knowing how to defend them.
ValisPopulation: 1,500,000-2,500,000
Rulership: High Priestess
Language: Valtz
Laws: Strict, 7/10*
Economy: Open, Strong/Booming.
Currency: Valis Star (2g)
Weather/Climate: Cool and even snowy in the northernmost parts.
Military: 200,000 Strong
The High Priestess rules over this land of religion, the only land before the arrival of the Holy See to be ruled by a religious figure. Valis has always been a spiritual place, much of its population is made up of pilgrams from other countries which are gladly accepted into the flock. Other than the typical talk of "there's a lot of religious buildings there," not much news of Valis reaches the southlands. It's not typical pub talk in any case.
Moss Population: 400,000-500,000
Rulership: T'Sanya Mossdark
Language: Bramd
Laws: Strict, 8/10
Economy: Unknown.
Currency: Shadow (1.5g)
Weather/Climate: Cold/Frigid Winter/Mountainy too but that's not weather.
Military: 100,000 Strong
The gem of the north, Moss is a highly civilised country and one of the main settlements for the remaining Dwarves. Renknowned for its high scrying tower in the capital city.
Gallia [G] - Bramd
Population: 100,000-500,000
Rulership: Anarchy / Strongest rules
Language: Bramd
Laws: Dangerously Lawless, 1/10*
Economy: Barter, Pillaging
Currency: None
Weather/Climate: Cold/Frigid Winter.
Military: 150,000 Strong
Watch your back, watch your front, as soon as you cross into Gallia you are on your own. Nobody has much to say about Gallia in the pubs and on the streets other than they're a bunch of savages content to fight with Marmo, Zvahl and anyone else stupid enough to stand infront of their weapons till the ends of time.
Wellber [W] - Bramd
Population: 100,000-500,000
Rulership: Warboss Wazzdakka
Language: Bramd
Laws: Changing daily by the Warboss' whims, 1/10*
Economy: Closed, unknown, presumed not very civil.
Currency: None
Weather/Climate: Cold/Desolate/Frigid Winter.
Military: 100,000 Strong
Nothing has been heard of Wellber since Warboss Wazzdakka took control, general consensus is that he's just one in a long line of nutjobs and degenerates to gain power in the wilderness... he'll probably just die one day and then there'll be another to take his place.
Marmo [M] -Highly outdated information, much more than anywhere else on the continent-
Population: 100,000-300,000
Rulership: The Emperor and many governors
Language: Narse
Laws: Dangerously Strict, 10/10* (100/10 if you're an Outsider, and tresspass is a crime)
Economy: Closed, unknown.
Currency: Ebon Heart (1g??)
Weather/Climate: Cold/Desolate/Frigid Winter.
Military: 100,000 Strong
Marmo is a desolate island, barely able to support those that live upon it. It is said to be a cursed land, a place where evil walks freely among men. All manner of rumours circulate about this isolated land, all of them fearsome if they are to be believed. The only sure thing is that the Marmo and Zvahl have no quarrel taking what doesn't belong to them by force.
Zvahl [Z] -Highly outdated information, much more than anywhere else on the continent-
Population: 100,000-300,000
Rulership: The Emperor and many governors (Annex of Marmo)
Language: Narse
Laws: Dangerously Strict, 10/10* (100/10 if you're an Outsider, and tresspass is a crime)
Economy: Closed, unknown.
Currency: Ebon Heart (1g??)
Weather/Climate: Cold/Desolate/Frigid Winter.
Military: 100,000 Strong
Identical to Marmo, very little is known about this land, unless you're a slave it's unlikely you'll set foot on Zvahl soil alive.
=======
Some racial information:
From the common viewpoint, may not be accurate, like anything you hear.Of the core races, only Humans still exist in great numbers. The other races have more or less been overwhelmed by Humans in this game.
The remaining elves mostly keep to themselves far away from human settlements, they are feared and respected as powerful spellcasters and masters of anything they do. In the past they were hunted nearly to extinction because of the fear of the Humans, even so Elves tend to be peaceful and don't hold a grudge about it. Now and then you'll hear of an Elven massacre, but which is the side being massacred?
The dwarves that are left are in a few clanholds dotted around the continent, sometimes you will find them in cities as blacksmiths. They are still respected as skilled craftspeople but other than that they're the same as anyone else. They are bitter about their fall from grace but they aren't interested to do anything about it, they have a 'whatever will be will be' attitude and are happy so long as their forges burn bright.
Halflings live in the cities mostly, they blend in well with the Humans and have adopted their customs well. It wouldn't be much of a stretch to say they have become extinct... Halflings no more, but short Humans instead =p
Humans are... Humans. They're dominant and often real dicks about it but it varies from person to person, place to place. The only difference between core Humans and Humans here is that different countries are basically different types of Humans. A Germanian has a certain accent, a certain build... a Kastuul citizen has tan skin and a clan marking. There is always something that lets another Human know if the one they're talking to is from their country or not. Call it (Su) Gut Feeling. Humans tend towards friendship with people from their country and friendly countries, and distrust with 'outsiders' including other races.
Orcs are thought to be close to extinction, in truth they exist in numbers in the wilderness but nobody would know it. They content themselves with petty infighting and never grow too large before some humans notice and try to wipe them out again. Of all the races to suffer by Humans, Orcs are the only ones known to be willing to pick a fight over it. WAAARRRGGHHHH. Those savages! =p An Orc among humans would likely always cover itself to avoid showing it is an Orc... if found out it is hard to escape the social stigma that comes with being green. This is the same for half-orcs especially, and it can even be worse for them.
Gnomes no longer exist, nor did they ever exist... anywhere... just because.
Other races from other places, newbies... strangers, objects of interest. Who knows how you will be viewed... it is taken for granted now but when the rifts first occured there were even instances of freak shows being set up. That has all calmed down now though (mostly) and you're the same as any other (second class) citizen.
==========
Basic Organisation Info:Lots of groups exist, not all of this world. There are lots of rumours but you're going to have to go chase them down yourself. The only freebie you will get is some information on the Holy See.
Feathers of the Whale [Unless you're a Druid or live in a library you don't know this]
Alignment: N
Membership: Unknown
Summary: The Feathers of the Whale are a Druidic group which is led by a mysterious and timeless anthropomorphic whale. Not much is known about the group, and what is known is limited to scholars and rare tomes of knowledge.
Rumours:
Old wives tales about Druids/walking trees aside, there are no rumours.
Some truth:
They wear a feather of the whale upon their clothes at all times and their intentions are never quite clear. It is widely accepted that they work towards the betterment of the world but they are very secretive. Who knows exactly what they want, for now at least they are scouring the world to investigate the planar phenomenon that are occuring.
Holy See Alignment: BSC (Bat****Crazy) [CN/CG] - Get to know them if you want to find out for sure just who they are and what they do.
Membership: Unknown (Presumed high)
Summary: A good to do religious organisation, the first in the world no less. Cults have existed for a long time, but this is organised religion. It has churches and priests... and choir boys....... .... anyway
Rumours:
Supposedly building a 'Crusade' (whatever one of those is) against the lands to the east (whatever they are). You've heard it's really cool, everyone is doing it so maybe you should too. Some people said that the church was a bunch of crazed psychopaths once or twice... wonder where that guy disappeared to?
Some truth:
The Holy See is a religious group founded and lead by a mysterious figure known only as 'Pope' or 'The Pope.' The church has raised massive funds and followers in a short amount of time by preying on the fears of man. So far the southlands have been mostly unaffected by the church but the influence is spreading so rapidly it won't be many years more before churches start opening up in Germania and perhaps even the secular Kashtuul lands. They say by following them you will attain salvation, but who knows if that is true?
Their headquarters is somewhere in the north, rumoured to be a large tower with an all seeing eye ontop (think LOTR) it is a site of regular mass pilgrimage and the rumoured staging area for their upcoming war.
==========
Other places of interest:Legendary Tower - It's supposed to be somewhere or other, and really tall. They say you can have any wish granted if you get to the top, but that only one person has ever made it up there and he never came back... (Tower of Druaga reference)
Resting place of the gods - Beyond the seas is where the gods are said to sleep, no doubt when the seas calms a little more explorers will go off in all directions to disturb what lies just out of sight. New lands are a precious bounty, but who knows what is out beyond the seas?
==========
Expect something similar for any place you go to, I can be more detailed on each field of information if it's required and I realise it needs better formatting =p feel free to offer up a suggestion.