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2017-10-13, 06:58 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Vknight's Big Setting with No Name
So been working on this a bit so there you go, its been a side project of mine when building and making this setting, working it all out so I decided too post it up here
So for the first post about this setting I decided too include the details needed for the nations sizes, and things you know census data the boring stuff. The next post will go into the details on each country but too spice up things I am also going too work on including information on the custom deities for this setting mostly just portfolio's and things as I have no names for them as of yet just a general sense of there domain etc.
Countries
Spoiler: Countries/Nations : Though They are Described using Races that is more to show affiliation and the founders/majority race within. This Section does not include any laws or fluff about the kingdoms I'll be posting that later it is just about the size, population, and general military size
Spoiler: Amazon;Amazon :
Climate[Savannah], Total Area Square Miles[200,000], Arable Land[62,000]
Total Population[15.70 Million]; Population Density[78]
Population Living in Cities[1.3 Million], Population Living in Small Towns/Settlements/Villages[13.25 Million], Isolated Population[1.15 Million]
Literacy Rate[25% and 1 Major University]
Border Castles/Forts[78], Urban/Central Castles/Forts[249]
Military Size[235,500]
Spoiler: Beastfolk;Beastfolk :
Climate[Grassland], Total Area Square Miles[800,000], Arable Land[448,000]
Total Population[8 Million]; Population Density[97]
Population Living in Cities[3.1 Million], Population Living in Small Towns/Settlements/Villages[2.6 Million], Isolated Population[2.3 Million]
Literacy Rate[9% and 4 Major Universities]
Border Castles/Forts[493], Urban/Central Castles/Forts[1206]
Military Size[120,000]
Spoiler: Boy King;Boy King :
Climate[Grassland], Total Area Square Miles[500,000], Arable Land[130,000]
Total Population[42 Million]; Population Density[85]
Population Living in Cities[8.1 Million], Population Living in Small Towns/Settlements/Villages[32.2], Isolated Population[1.7 Million]
Literacy Rate[56% and 6 Major Universities]
Border Castles/Forts[224], Urban/Central Castles/Forts[748]
Military Size[630,000]
Spoiler: Dragon;Dragon :
Climate[Steppe], Total Area Square Miles[400,000], Arable Land[100,000]
Total Population[22.5 Million]; Population Density[56]
Population Living in Cities[3.3 Million], Population Living in Small Towns/Settlements/Villages[17.1 Million], Isolated Population[2.1 Million]
Literacy Rate[98%]
Border Castles/Forts[112], Urban/Central Castles/Forts[374]
Military Size[562,500]
Spoiler: Dwarf;Dwarf :
Climate[Taiga], Total Area Square Miles[200,000], Arable Land[18,000]
Total Population[3.2 Million]; Population Density[16]
Population Living in Cities[0.2 Million], Population Living in Small Towns/Settlements/Villages[2.8 Million], Isolated Population[0.2 Million]
Literacy Rate[61% and 1 Major University]
Border Castles/Forts[17], Urban/Central Castles/Forts[51]
Military Size[48,000]
Spoiler: Elf;Elf :
Climate[Deciduous], Total Area Square Miles[1,000,000], Arable Land[320,000]
Total Population[66 Million]; Population Density[66]
Population Living in Cities[14.5 Million], Population Living in Small Towns/Settlements/Villages[46.2 Million], Isolated Population[5.3 Million]
Literacy Rate[80% and 8 Major Universities]
Border Castles/Forts[580], Urban/Central Castles/Forts[1177]
Military Size[660,000]
Spoiler: Goblin;Goblin :
Climate[Savanna], Total Area Square Miles[750,000], Arable Land[300,000]
Total Population[35.9]; Population Density[48]
Population Living in Cities[4.6 Million], Population Living in Small Towns/Settlements/Villages[28.75 Million], Isolated Population[2.55 Million]
Literacy Rate[46% and 4 Major Universities]
Border Castles/Forts[239], Urban/Central Castles/Forts[800]
Military Size[359,000]
Spoiler: Harpy;Harpy :
Climate[Deciduous], Total Area Square Miles[350,000], Arable Land[101,500]
Total Population[18 Million]; Population Density[56]
Population Living in Cities[3.45 Million], Population Living in Small Towns/Settlements/Villages[13.5 Million], Isolated Population[1.05 Million]
Literacy Rate[99% and 4 Major Universities]
Border Castles/Forts[159], Urban/Central Castles/Forts[388]
Military Size[270,000]
Spoiler: Human;Human :
Climate[Deciduous], Total Area Square Miles[2 Million], Arable Land[800,000]
Total Population[121.73 Million]; Population Density[61 Density]
Population Living in Cities[14.04 Million], Population Living in Small Towns/Settlements/Villages[103.83 Million], Isolated Population[3.86 Million]
Literacy Rate[11% and 7 Major Universities]
Border Castles/Forts[938], Urban/Central Castles/Forts[2669]
Military Size[1,825,950]
Spoiler: Knight;Knight :
Climate[Chaparral], Total Area Square Miles[2,500,000], Arable Land[650,000]
Total Population[151.3 Million]; Population Density[60]
Population Living in Cities[27.23 Million], Population Living in Small Towns/Settlements/Villages[116.5 Million], Isolated Population[7.56 Million]
Literacy Rate[69% and 9 Major Universities]
Border Castles/Forts[842], Urban/Central Castles/Forts[2396]
Military Size[2,269,500]
Spoiler: Kobold;
Kobold :
Climate[Deciduous], Total Area Square Miles[35,000], Arable Land[7,700]
Total Population[1.25 Million]; Population Density[35]
Population Living in Cities[200,000], Population Living in Small Towns/Settlements/Villages[930,000], Isolated Population[90,000]
Literacy Rate[75% and 1 Major University]
Border Castles/Forts[8], Urban/Central Castles/Forts[18]
Military Size[18,750]
Spoiler: Mermaid;Mermaid :
Climate[Chaparral], Total Area Square Miles[500,000], Arable Land[75,000]
Total Population[20.82 Million]; Population Density[41]
Population Living in Cities[3.96 Million], Population Living in Small Towns/Settlements/Villages[16.07 Million], Isolated Population[0.83 Million]
Literacy Rate[77% and 4 Major Universities]
Border Castles/Forts[126], Urban/Central Castles/Forts[309]
Military Size[312,300]
Spoiler: Desert/NomadDesert/Nomad :
Climate[Desert], Total Area Square Miles[1.5 Million], Arable Land[75,000]
Total Population[11.07 Million]; Population Density[7]
Population Living in Cities[1.88 Million], Population Living in Small Towns/Settlements/Villages[7.86 Million], Isolated Population[1.33 Million]
Literacy Rate[85% and 2 Major Universities]
Border Castles/Forts[61], Urban/Central Castles/Forts[167]
Military Size[166,050]
Spoiler: Vampire/UndeadVampire :
Climate[Grassland], Total Area Square Miles[2.5 Million], Arable Land[750,000]
Total Population[183.27 Million]; Population Density[73]
Population Living in Cities[27.49 Million], Population Living in Small Towns/Settlements/Villages[146.61 Million], Isolated Population[9.86 Million]
Literacy Rate[81% and 15 Major Universities]
Border Castles/Forts[816], Urban/Central Castles/Forts[3069]
Military Size[2,749,050]
Spoiler: Fae/Faerie;Fae :
Climate[Rain forest], Total Area Square Miles[4 Million], Arable Land[1.8 Million]
Total Population[207 Million]; Population Density[62]
Population Living in Cities[38.77 Million], Population Living in Small Towns/Settlements/Villages[152.71 Million], Isolated Population[15.52]
Literacy Rate[66% and 17 Universities]
Border Castles/Forts[643], Urban/Central Castles/Forts[2638]
Military Size[2,070,000]
Spoiler: Pirate;Pirate :
Climate[Chaparral], Total Area Square Miles[200,000], Arable Land[48,000]
Total Population[11.2 Million]; Population Density[56]
Population Living in Cities[1.68 Million], Population Living in Small Towns/Settlements/Villages[9.07 Million], Isolated Population[0.45 Million]
Literacy Rate[15% and 2 Major Universities]
Border Castles/Forts[65], Urban/Central Castles/Forts[159]
Military Size[112,000]
Spoiler: Ork;Ork :
Climate[Steppe], Total Area Square Miles[650,000], Arable Land[45,500]
Total Population[11.49 Million]; Population Density[17]
Population Living in Cities[2.06 Million], Population Living in Small Towns/Settlements/Villages[9.08 Million], Isolated Population[0.34 Million]
Literacy Rate[74% and 1 Major University]
Border Castles/Forts[53], Urban/Central Castles/Forts[177]
Military Size[172,350]
Spoiler: Outsider/TieflingOutsider/Tiefling :
Climate[Grassland], Total Area Square Miles[1.15 Million], Arable Land[345,000]
Total Population[70.8 Million]; Population Density[61]
Population Living in Cities[12.03 Million], Population Living in Small Towns/Settlements/Villages[54.52 Million], Isolated Population[4.24 Million]
Literacy Rate[62% and 5 Major Universities]
Border Castles/Forts[327], Urban/Central Castles/Forts[1160]
Military Size[762,000]
Some notes for the purposes of Clarification
The Castles/Forts represents, fortifications from, Towers, Halls, Garrisons, and other major military assets/holdings
Deities so I initially was going too include them here but writing down all the census data for the nations really took it outta me.
Some other notes this is all one continent and so with that its total size is about
19,235,000 Square Miles of territory controlled or actively claimed by the various nations with a Population of 1,005,236,000
For rough reference North America takes up 9,365,000 Square miles so this continent is twice that size and some change.
The population density at average is about 51 per square mile which when compared too the US again(which has a population density of 35 per square mile shows us a decent bit)
This means that though the continents size is so vast its population density fits well with European nations(which range about 60 too 80 on average during the medieval periods)
Though I am honestly feeling like reducing the total populations of various nations though that said though its current size puts it at near 3 times bigger then Westeros which George has mentioned has a population approaching these numbers as well so it does fit rather well for its immense size and more.
The setting overall is more renaissance era levels of technology and more
Map wise I am working on it as the continent is just so huge and so is each nation.
So then next post god details!
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Notes/A Log of Information
All Nations have general information on size, military ,strength, and capability
A generic world/continent map has been created for the setting
All the settings unique gods have information on there animals, domains, sub-domains, and favored weapons. Though the sub-domains could be expanded and there could be more deities and other such details
All deities need expanded portfolio information
A generic example of laws/crimes/punishments was created in part too be there in part too inspire creative thought
Details of the various races not within the setting and those that are changed in some capacity for this setting, including height, weight, and aging details.
A template for organizations within the setting exists
More detailed versions of each nations map need too exist with some capacity at a later date/point.
Demographic details for calculating the general population percentages within a given city or other major locationLast edited by Vknight; 2017-11-01 at 05:43 PM. Reason: Forgot the prefix
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2017-10-14, 01:08 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
Deities the big trouble I have been having is names for the deities I got most of them domain/sub-domains figured out.
I have divided them up by alignment, too help with organization and reading over each.
First divided into Good/Neutral/Evil and then in each of those sections further divided into Lawful/Neutral/Chaos
I feel many more could use a domain more and/or another subdomain so what are peoples thoughts on each and opinions towards that
And a few definetly need more
Sadly none of the gods as of yet are named and I am also feeling some should have alignment adjustments and more.
Not only that portfolio/Area of Concern expanded upon and of course the inclusion of probably more gods then this list as it certainly is lacking in some fashion
Sacred Animals, Colours, and Weapons could also be adjusted as I went with what I felt best makes for the god, his followers, and other such ideas, though they could certainly be changed or given better descriptors.
So thoughts, ideas, and suggestions for names, more or other gods.
I will be going in as it hits me and including portfolios for each and every god along with other notes.
There is currently 10 Good Deities; 22 Neutral Deities; and 9 Evil Deities
There is currently 10 Lawful Deities; 19 Neutral Deities; and 12 Chaotic Deities
With a total count of 41 Deities
I think far too many are favoring the True Neutral Alignment and more but this is where I currently am at
Spoiler: Good Deities
Spoiler: Lawful Good DeitiesSpoiler: AmetoitleName; Ametoitle
Alignment; Lawful Good
Domains; Charm, Darkness, Good, Law, Void
Sub-Domains; Azata, Isolation, Love, Moon, Stars
Favored Weapon; Rapier
Symbol; A heart shaped moon dotted with a stary sky
Sacred Animal; Wolf
Sacred Colours; Silver and Purple
Areas of Concern/General Portfolio Notes; The great void of stars, the moon and its goddess, Ametoitle is the purity of love, the cool relaxation of isolation as the twinkling stars and shimmering moon. Too all one should have there beauty and love is her great desire.
Appearance; A tall noble elf with flowing silver hair, purple eyes in a dress of glittering stars and a full moon upon her back. Along the elven body running glowing lines of silver cover her body
Clergy; Ametoitle prefers Clerics and Paladins and distrusts the use of Inquisitors though they are at times called too service. Her Paladins are enforcers of love protecting newlyweds who need guidance and safety.
Temples; Her temples are tall structures with towers rolling halls with depictions of lovers, love, and along the night skies dotting the ceilings. The buildings use a romantic calm purple for banners with her symbol on it
Holy Texts; 'Love Under the Stars', 'Eternal Companion', 'The Lonely Sky'
Holidays; Each full moon is a celebration of beauty and the goddess's loving kindness. Priests often hold a celebration during the harvest season during the first new moon.
Organizations; The Isolated Heart
Spoiler: EaisonName; Eaison
Alignment; Lawful Good
Domains; Good, Law, Water, Weather
Sub-Domains; Archon, Flowing, Friendship, Seasons
Favored Weapon; Machete
Symbol; A river wrapped around a tree with autumn
Sacred Animal; Crab
Sacred Colours; Red and Blue
Areas of Concern/General Portfolio Notes; Values the transition of the cycle and flowing of the seasons. Well ordered maintained and for the good of all involved it should be a system that flows and makes a logical sense too those who value it.
Appearance; A large red skinned dwarf with burning flickering hair made of leaves, his eyes a cold deep black wearing soft blue robes loosely on his body with a gentle warm breeze constantly flowing around him
Clergy; Does not care what order his followers are just so long as they appreciate and hold too his word.
Temples; Flat open buildings his temples have large gardens with healing herbs and small ponds with fish and bubbling brooks
Holy Texts; 'The Logical Consistent Cycle of Seasonal Migration', 'The Favored Climate for Seasonal Living'
Holidays; Each solstice and 4 specific times during the year for the Seasonal Changes
Organizations; 'The Four Seasonal Guides'
Spoiler: AvuneName; Avune
Alignment; Lawful Good
Domains; Artifice, Community, Good, Law
Sub-Domains; Archon, Alchemy, Cooperation, Judgement
Favored Weapon; Lantern Staff
Symbol; A hanging lantern with alchemical flame
Sacred Animal; Cow
Sacred Colours; Black
Areas of Concern/General Portfolio Notes; Good judgement, unity into things and a collected cooperation within community and creation as a group.
Appearance; A floating glowing angelic human with burning green flames for clothes and large glass wings. He always carries a scale
Clergy; Prefers too have Paladins and Inquisitors too clerics judges and unites of communities together against
Temples; Are a mix of large alchemist labs, judge halls and small forts making for high walled boxy buildings heavy and hard
Holy Texts; 'The Guide of a United Community', 'Alchemy and Court Cases a Judges Guide'
Holidays; No major Holidays
Organizations; 'The United Alchemists'
Spoiler: GuerchatName; Guerchat
Alignment; Lawful Good
Domains; Good, Healing, Law, War
Sub-Domains; Duels, Loyalty, Medicine, Redemption
Favored Weapon; Longsword
Symbol; A smooth beetle with on half its shell is a blade and on the other half a flower
Sacred Animal; Beetle
Sacred Colours; Emerald Green
Areas of Concern/General Portfolio Notes;
Appearance; Is a huge beetle with a carapace made of blades and armour, with its pincers made of blades
Clergy; Enjoys Clerics as protectors and enforcers for his will. Though he will collect Paladins for War times and Inquisitors for protecting and maintaining the law
Temples; Are large sprawling complexes of healing with dueling fields and simple elegant locations of meditation
Holy Texts; 'The Complexity of Redemption', 'Redemption in Duels'
Holidays; A great feast after any major battle, or tournament held nearby
Organizations; 'The Duelist of the Emerald Rose'
Spoiler: ArcuméeName; Arcumée
Alignment; Lawful Good
Domains; Divination, Fire, Good, Law
Sub-Domains; Archon, Judgement, Smoke
Favored Weapon; Shortbow
Symbol;
Sacred Animal; Swan
Sacred Colours; White and Bright yellow
Areas of Concern/General Portfolio Notes;
Appearance; A halfling made of fire with burning white hair and a cocky grin too him with rolling smoke
Clergy; Has no grand preference or care for these things and simply wishes his Clerics well in being good judges and bringing holy flame when needed
Temples; A big boisterous building with many off shooting chambers, candles, torches, and chandeliers throughout.
Holy Texts; 'The Blazing Brand of Judgement'
Holidays; The Solstice and the sentencing of any major criminals enjoy small celebrations too the temple
Organizations; 'Smokey Inquisition'(This needs a better name)
Spoiler: Neutral Good DeitiesSpoiler: LeiloireName; Leiloire
Alignment; Neutral Good
Domains; Darkness, Death, Glory, Good, Sun
Sub-Domains; Day, Heroism, Moon, Night, Redemption
Favored Weapon; Longspear
Symbol; A sun with a crescent moon eclipsing part of it
Sacred Animal; Owl
Sacred Colours; Purple and Gold
Areas of Concern/General Portfolio Notes; Follows with the passage of Day too Night darkness and light the moon and sun a two face god of chaos and law he represents the good in both glory found within and with a peaceful existence between two extremes which all can reach
Appearance; Is a tall feminine figure with ebony hair and pale skin there frame is heroic and smooth carrying a spear and wearing a dual sided cloak one side depicting the night and the other depicting the day.
Clergy; Enjoys Clerics too guide and teach her word. He prefers the use of Inquisitors too redeem and produce and inspire the subtle heroism, with the rare Paladin as warrior
Temples; A gorgeous building always set too catch the rising and setting sun. These are curved subtle buildings that the sun glances off in warming rays.
Holy Texts; 'Redeeming Moon', 'Heroic Sun'
Holidays; The Full Moon is a light celebration for each month. Beyond that celebrations are held on the day of the local priests birth too celebrate his local dedication towards the goddess in his magnificence
Organizations; 'Solar Redeemers', 'Lunar Warriors'
Spoiler: TerrenaisName; Terrenais
Alignment; Neutral Good
Domains; Artifice, Earth, Good, Knowledge
Sub-Domains; Education, Industry, Memory, Petrification, Redemption
Favored Weapon; Earth Breaker
Symbol; A diamond cut in the shape of a open-book with a wrench laid upon it
Sacred Animal; Beaver
Sacred Colours; Brown and Grey
Areas of Concern/General Portfolio Notes; The industrious creation and education of all training and memory too aid in redemption even should it be petrifying to oneself, you should always seek out for a better tomorrow for yourself and others
Appearance; A great and giant beaver made of stone and crystals with words carved into the stone and depictions of learning and industry painted with a delicate hand upon its vast tail
Clergy; Primarily has Dwarven and Halfling worshipers and is a concerned with the education, and retention of memory so see's little use for an inquisition. Well Paladins can be of use they are primarily given too those seeking too redeem themselves or others from horrid fates.
Temples; Stout strong buildings built too be sturdy against in-claimant weather, and war too protect the tomes of knowledge held within. Often the basement levels include gemstores and workstations in various arts, and stonecraft
Holy Texts; 'The Geo Beaverdum'
Holidays; A holiday is held on the anniversary of a churches completion and whenever the city/town constructs a new building or other such major building or educational development happens too celebrate the accomplishments
Organizations; 'The Beaver Crafters'
Spoiler: RotteName; Rotte
Alignment; Neutral Good
Domains; Air, Earth, Good, Protection
Sub-Domains; Archon, Caverns, Fortification, Lightning
Favored Weapon; Tower Shield
Symbol; A brick wall with a lightning bolt upon it
Sacred Animal; Groundhog
Sacred Colours; Yellow and Dark Green
Areas of Concern/General Portfolio Notes;
Appearance; A large orcish man carved of stone shimmering with energy as though charged with electricity their hair is wild and unkempt with deep soulful eyes
Clergy; Rotte teaches too guide build and fortified so he see's Paladins as his great champions as both guardians and warriors. Next he values his clerics as the spiritual aids too these Paladins and see's Inquisitors as a necessary evil at times
Temples; Are a mixture of cathedral and small fort with a strong outer wall with a small garrison and a strongly built central church in his glory. These buildings often build down into the earth rather then up giving them a short squat appearance.
Holy Texts; 'The Peoples Guardian'
Holidays; Celebrates 5 major holidays too his 5 grand victories that led too him becoming a god and guardian too others
Organizations; 'Mine Guards'
Spoiler: LagloiName; Lagloi
Alignment; Neutral Good
Domains; Glory, Good, Luck, Magic
Sub-Domains; Arcane, Fate, Heroism, Redemption
Favored Weapon; Halberd and Longsword
Symbol; Arcane symbols upon a pair of dice
Sacred Animal; Unicorn
Sacred Colours; Pearl and Lavender
Areas of Concern/General Portfolio Notes;
Appearance; Is a beautiful catfolk with pearl fur and lavender stripes though sometimes depicted as a dogfolk she is always described as honorable, courteous a teacher of magic and too trust in yourself as much as your fate for luck is a guide
Clergy; Prefers her clergy too be a luck of the draw she cares not as long as they hold too her tenants and they follow them with a gilded hand gliding along letting the winds of fate carry them too glory, or redemption.
Temples; Are arcane building of a mystical nature and are often near arcane laboratories and/or gambling parlors
Holy Texts; Over a dozen different guides too magic, gambling, and following ones fate and accepting that things may change though none individually have a title
Holidays; Has 3 Holidays. 1 For Gambling/Fate and Luck. 1 For Redemption. 1 For the mystical and arcane arts each is celebrated by a set schedule.
Organizations; -
Spoiler: La VidéeName; La Vidée
Alignment; Neutral Good
Domains; Good, Knowledge, Rune, Void
Sub-Domains; Dark Tapestry, Friendship, Language, Thought
Favored Weapon; Falchion
Symbol; A black flat plane that ripples with ideas
Sacred Animal; Owl
Sacred Colours; Black and Purple
Areas of Concern/General Portfolio Notes;
Appearance; Is a purple skinned tiefling with tattooed skin. These tattoo's are a simple black written word including her holy word
Clergy; Wishes for Inquisitors too protect the idea of thought, and expound in language. The major notes of concern for Clerics are as guardians of these ideas of friendship, language, and a freedom of thought.
Temples; Are built like large observatories with vast domed roofs and smooth tapestries of the other realms carved into the vaulted ceilings. Outside the building is a small collection of tree's with nesting ground for birds and thorny bushes around the perimeter producing vibrant flowers
Holy Texts; 'Vide's Word' is the only holy text it is often in scroll form as it is a transcribed version of the story tattooed into the goddess's flesh
Holidays; 4 Holidays are celebrated the day of the goddess's birth, the day of her ascension, the death of 'Owvren', and the Winter Solstice
Organizations; 'Unveilers of the Void'
Spoiler: VéducentName; Véducent
Alignment; Neutral Good
Domains; Air, Destruction, Good, Knowledge
Sub-Domains; Catastrophe, Education, Redemption, Thought, Wind
Favored Weapon; Longbow
Symbol; A swirling vortex with papers and pages scattered in its winds
Sacred Animal; Scorpion
Sacred Colours; Grey, and Cream
Areas of Concern/General Portfolio Notes;
Appearance; A swirling wind collected into a shape of a man its shape held by papers
Clergy; Guides his priests as guardians against catastrophe through education, and thought. Well he uses powerful warriors too destroy and bring swift destruction or redemption
Temples; Are simple strong buildings built with an exterior of columns to stabilize the walls
Holy Texts; Has no major holy texts but instead has his words spoken in plays, and vocal fables
Holidays; Has 2 Major Holidays celebrating the first is at the end of the year the destruction and renewal of one. The other is a celebration too knowledge on the 3rd month and 3rd week of the 3rd day
Organizations; Wishes for no major church spanning organizations besides his faith
Spoiler: Chaotic Good DeitiesSpoiler: LuxtaiName; Luxtai
Alignment; Chaotic Good
Domains; Chaos, Charm, Good, Plant
Sub-Domains; Friendship, Growth, Love, Lust, Whimsy
Favored Weapon;
Symbol; A lovely rose blooming a heart
Sacred Animal; The Dog
Sacred Colours; Vibrant Red, with coiling greens
Areas of Concern/General Portfolio Notes;
Appearance; Is a tall drow woman with glittering green vines in his hair and roses blooming in it. Her clothing is made of wrapped rose petals woven into a flowing fanciful dress
Clergy; Has never seen the use or need of Paladins and finds them brutish wishing for freedom and appreciation of love and hte arts for all too be seen in its fullest
Temples; Are gorgeous simple building with a articulate
Holy Texts; 'Love and Lust', 'Whimsical Guidance'
Holidays; A major holiday is held on the day of the head priests marriage for each individual church. Weddings deserve and get huge celebrations far more
Organizations; 'The Wedded Adventurers'
Spoiler: BienrtéName; Bienrté
Alignment; Chaotic Good
Domains; Chaos, Charm, Good, Liberation
Sub-Domains; Freedom, Friendship, Lust, Transformation
Favored Weapon; Scimitar
Symbol; A pair of lovers kissing one another free of shackles
Sacred Animal; Monkey
Sacred Colours; Pink and Lavender
Areas of Concern/General Portfolio Notes;
Appearance; Is a man who is tawny wearing light but covering lavender flowing robes and wrappings, including a face veil
Clergy; Has little use for Inquisitors but still values them as agents of Liberation but much prefers the kindness and love of a Cleric
Temples; Wide open and tall buildings built too protect and guide as beacons too the community for the purpose of freedom they stand as tall elegant reminders often with tree's grown around them using magic to give them a mystical appearance and nature
Holy Texts; 'Transition of Love and Friendship'
Holidays; Has no major holidays as each and every day is special to each and every individual in there pursuit of freedom
Organizations; Has only local organizations
Spoiler: TocrbienName; Tocrbien
Alignment; Chaotic Good
Domains; Chaos, Good, Liberation, Nobility
Sub-Domains; Aristocracy, Azata, Revolution, Whimsy
Favored Weapon; Longsword
Symbol; A crow with broken shackles discarded around it
Sacred Animal; Hedgehog
Sacred Colours; Gold and Blue
Areas of Concern/General Portfolio Notes;
Appearance; A humanoid man in royal attired and knightly with a gilded crown dotted with sapphires that shimmer as stars.
Clergy; Guides his Clerics too rid the vile from there lands and protect there people so it may be whimsical and to protect the just and good nobles of the world. He teaches too his Inquisitors too seek out and shatter the vile corruption within the ranks of other nations with a powerful strike
Temples; Are powerful building built too honor and protect the people like small noble halls with a single tower too guard and protect others
Holy Texts; 'Shatter-er of Shackles', 'True Nobility'
Holidays; Holds 4 Holy days. 1 Dedicated too the Freedom of those formerly in bondage. 1 Dedicated too truly Noble individuals. 1 Dedicated too Revolution against vicious cruelty. and finally 1 dedicated too Whimsy and joy in these freedoms
Organizations;
Spoiler: YagémeutName; Yagémeut
Alignment; Chaotic Good
Domains; Chaos, Good, Travel
Sub-Domains; Agathion, Portal, Riot
Favored Weapon; Quarterstaff
Symbol; A open door with a rolling road
Sacred Animal; Swallow
Sacred Colours; Dark Grey and Brown
Areas of Concern/General Portfolio Notes;
Appearance; A worn and heavy traveler scarred and tired with a walking staff at all times, the cloak is grey brown flowing gently
Clergy; See's Clerics as useful but much prefers the traveling guidance of Inquisitors searching and seeing too the protection and judgement of others too find the open doors and riot in the name of travel
Temples; Has small inns along the landscape that also act as temples for his followers
Holy Texts; Each temple has a variant of the Travelers Doctrine or the Guiding Path
Holidays; No major celebration except for one returns too there home town or city are held by followers as one should explore and seek too be one with all others and celebrate with other deities
Organizations; 'The Raucous Circus'
Spoiler: BusorName; Busor
Alignment; Chaotic Good
Domains; Chaos, Good, Luck, Trickery
Sub-Domains; Ambush, Azata, Fate, Imagination
Favored Weapon; Spring Blade
Symbol; A Simple gold coin with a curled fox on it
Sacred Animal; Fox
Sacred Colours; Silver and White
Areas of Concern/General Portfolio Notes;
Appearance; Appears as a kitsune with silver fur and white markings scattered along it
Clergy; Has many Inquisitors for the grand trick and imaginative thought one needs though she also has clerics as well they are much fewer in number and mostly act as bishops of the various temples
Temples; Wide structures with a large gate leading into soft grounds with a ritual bathing pond and elegant structures mark the simple but staunch appearance of her temples
Holy Texts; None her words are transcribed too her followers in teaching, in visions, dreams carried by Azata
Holidays; Harvest Festivals, and 2 other major holidays one for welcoming in the great trick of the next year and one for the great trick of gifting imagination and artistic expression
Organizations;
Spoiler: Neutral Deities
Spoiler: Lawful NeutralSpoiler: KusvestaaName; Kusvestaa
Alignment; Lawful Neutral
Domains; Community, Law, Travel, Water
Sub-Domains; Home, Legislation, Oceans, Rivers, Trade
Favored Weapon; Heavy Crossbow
Symbol; A river circling a pillar
Sacred Animal; Albatross
Sacred Colours; White and Deep-Blue
Areas of Concern/General Portfolio Notes; Travel is sacred and one must move freely explore and except to aid in the law and uphold it no matter where you may travel by it sea or land and respect it and those of communities not your own
Appearance; Appears as a merfolk woman wearing white robes with a deep blue scale pattern her hair a lush and waving blue with crystalline eyes
Clergy; See's that each and every type of clerical order is balanced. One too guide, one to protect and one too attack for the community and keep trade and the home safe and stable
Temples; Are built near the sea or rivers with large ponds in them along with grand bathing rooms these temples are built as places of trade and as homes for the weary traveler
Holy Texts; 'Aquatica Communal'
Holidays; Has a holiday for every other month celebrating either trade, the community, or travelers in some capacity
Organizations; 'Chronicler Network'
Spoiler: ElisyysName; Elisyys
Alignment; Lawful Neutral
Domains;Death, Destruction, Law, Nobility
Sub-Domains; Catastrophe, Hubris, Judgement, Plague
Favored Weapon; Quarterstaff
Symbol; A damaged scale with a crumbling wall as backdrop
Sacred Animal; Gerbil
Sacred Colours; A sickly green
Areas of Concern/General Portfolio Notes;
Appearance; A noble figure who is sickly well standing strong in face concealing robes there body ravaged by plague they walk under there own power slow with a limping step
Clergy; Cares not for priestly affairs though strangely has many Paladins too his... her... its name
Temples; Are unheard of though they often congregate near places of death or near slum districts
Holy Texts; Hubris's Judgement is the only holy text though there are a series of poems collectively called Catastrophe and Plague
Holidays; None
Organizations; 'Festering Marauders'
Spoiler: PimevaltameName; Pimevaltame
Alignment; Lawful Neutral
Domains; Community, Darkness, Law, Water
Sub-Domains; Family, Inevitable, Loss, Oceans
Favored Weapon; Harpoon
Symbol; A breaching black bellied shark clutching a thrown harpoon
Sacred Animal; Sharks
Sacred Colours; Lavender and Sea-Green
Areas of Concern/General Portfolio Notes;
Appearance; A tall black as night figure with soft hands wrapped in sea-green armour, with a grand beard and staunch strong stance
Clergy; Cares for the protection of the community and thus highly values Paladins followed by Clerics seeing Inquisitors as a way too drive the blade of loss too his foes
Temples; Are simple stone structures near either water or the center of the community, with a shark emblazoned above the entrance
Holy Texts; 3 Ballads exist telling of the forging of the beasts of the deep, the carving of the tides and finally accepting both family and loss as one
Holidays; 1 for Accepting the loss of others in a somber ceremony. 1 for accepting the bonds with others and the strength in which it brings. Both are celebrated twice a year
Organizations; 'The Jets'
Spoiler: ErmjusName; Ermjus
Alignment; Lawful Neutral
Domains; Knowledge, Law, Rune, Trickery
Sub-Domains; Espionage, Memory, Slavery, Wards
Favored Weapon; Mancatcher
Symbol; Manacles laid upon a a unfurled scroll with the word law in Celestial
Sacred Animal; Dogs
Sacred Colours; No colours though some say white
Areas of Concern/General Portfolio Notes;
Appearance; A tall goblin/orc like figure with simple clothing wearing a leather tunic and carrying gorgeously carved manacles and having a hound at there side
Clergy; Enjoys Inquisitors and Clerics dedicated too the cause and well he does value Paladins sometimes see's them as destructive too control in there pursuit of a balance between good and law
Temples; Are market often dealing in literature, books, and men with a large open front the back dedicated too more personal and intimate worship
Holy Texts; Are catalogued into 5 works each short which make the full and whole tome of his teachings
Holidays; They hold 4 great holidays throughout the year and 12 minor holidays throughout. The first 4 are to represent the shift in the market and change in need of education well the other 12 are too the changing of the months on the runic calender
Organizations; 'The Outcastes'
Spoiler: PurtaikaName; Purtaika
Alignment; Lawful Neutral
Domains; Artifice, Law, Magic, Water
Sub-Domains; Alchemy, Loyalty, Oceans, Toil
Favored Weapon; Sickle
Symbol; A pair of fields one of wheat and the other of fish
Sacred Animal; Bee
Sacred Colours; Amber, and Blue
Areas of Concern/General Portfolio Notes;
Appearance; A tired gillman with lean muscles
Clergy; Cleric's are guardians of loyalty and seek to protect there people so they can relax after the toil
Temples; Contain Apiaries too make honey mead for its people. These are large lodges with many rooms for those who need them after toiling away
Holy Texts; Toiled Loyalty
Holidays; There is a great holiday on planting days and harvest days with minor celebrations for the collection of the honey mead
Organizations;
Spoiler: EmisöinName; Emisöin
Alignment; Lawful Neutral
Domains; Healing, Law, Magic, Repose
Sub-Domains; Ancestors, Inevitable, Restoration, Rites
Favored Weapon; Sword Cane
Symbol; A flask of healing salve with sparkles of magic
Sacred Animal; Dolphin
Sacred Colours; White with Gold embroidery
Areas of Concern/General Portfolio Notes;
Appearance; A gentleman in noble attire with a healer's kit over there shoulder with rites of repose and magic
Clergy; Fancies Clerics for there superb use of magic too contact the ancestors perform rites and healing. After this he cares for Paladins as guardians of these and gifts them greater mystical knowledge. Though distasteful of Inquisitors finds them as useful assets at times
Temples; In smaller communities are often auxiliary buildings built onto the house of the cleric who follows him. In larger communities these buildings use the front as a place of worship, guidance and knowledge well the back is used as a place of healing and restoration too the weak, injured, and fallen
Holy Texts; 'The Barons Word'
Holidays; Has no major holidays teaching one should take pride in there aiding of one another without arrogance but accept celebration of those around you
Organizations;
Spoiler: LohikantaName; Lohikanta
Alignment; Lawful Neutral
Domains; Destruction, Fire, Law, Scalykind
Sub-Domains; Ash, Dragon, Rage, Slavery
Favored Weapon; Bola
Symbol; A ash colour dragons eye
Sacred Animal; Monitor Lizard
Sacred Colours; Ruby red with bright yellow
Areas of Concern/General Portfolio Notes;
Appearance; A great red dragon with billowing red scales and burning bright yellow eyes
Clergy; Cares not the exact composition of there clergy so long as it is useful towards order, law and the destruction of those who would oppose it
Temples; Large building often built a story taller then the rest they use ornate red tile work for the flooring and set much like a theater direction attention to a pulpit where the cleric could preach
Holy Texts; 'Might of Rage', and 'Emblazoned Law'
Holidays; Holiday breed complacency though one can enjoy the celebration of festivals involving the moon and harvest
Organizations;
Spoiler: True Neutral DeitiesSpoiler: SkytukaName; Skytuka
Alignment; True Neutral
Domains; Animal, Fire, Sun, Weather
Sub-Domains; Insect, Smoke, Storms, Thirst
Favored Weapon; Sling
Symbol; A dark storm cloud covered in flames
Sacred Animal; Hercules Beetle
Sacred Colours; Black and Ruby-Red
Areas of Concern/General Portfolio Notes;
Appearance; It is a swarm of beetles... or maybe is one gigantic beetle, or a humanoid looking like a beetle
Clergy; Values Inquisitors highly too be the storm and smoke great warriors and instigators
Temples; None they just meet in lightning fields
Holy Texts; Hunter and Survival
Holidays; None known but they do happen even if not publicly spoken about they seem to be based on the locale of the temple and other key details
Organizations;
Spoiler: IlvijäName; Ilvijä
Alignment; True Neutral
Domains; Air, Water, Darkness
Sub-Domains; Cloud, Fear, Ice, Moon, Night
Favored Weapon; Light Crossbow
Symbol; A moon encrusted with ice
Sacred Animal; Heron
Sacred Colours; Silver and Grey
Areas of Concern/General Portfolio Notes;
Appearance; A dwarven maiden wearing beautiful cloth made of ice and depciting the night sky with a great moon and riding upon a soft cloud from her face shrouded always in the darkness of the night
Clergy; Has 2 sets of clerics and 2 sets of Inquisitors. Night and Day are the two types. Night clerics & inquisitors wear silver. Day clerics & inquisitors wear grey. Clerics are picked on a full moon well Inquisitors are picked at the new moon
Temples; Are settled into the open night air soft beautiful spires often built too catch the rain from clouds too coalesce into ice during the winter along the walls
Holy Texts; The Snow Queen of Nights Hall
Holidays; The first and last night of winter
Organizations; 'Winters Reach'
Spoiler: VakoilyrName; Vakoilyr
Alignment; True Neutral
Domains; Death, Magic, Scalykind, Trickery
Sub-Domains; Arcane, Deception, Espionage, Plague, Venom
Favored Weapon; Longsword
Symbol; A snake coiling a empty coffin
Sacred Animal; Venomous Snakes
Sacred Colours; Yellow edged with Red
Areas of Concern/General Portfolio Notes;
Appearance; A great serpent with huge arcane sigils carved and tattooed along each and every scale. Short rolling spurs and spines dot along its frame each venomous hook. It has a crest of flared feathers with short spines that sparkle with magic its breath boiling venom and mystical energy
Clergy; All members of its clergy are morticians with a favoritism too Inquisitors too be arcane tricksters and bringers of death too those who would battle against them
Temples; Are built in the center of large sprawling graveyards with strong complexes built on a high ground with strong heavy gates
Holy Texts; Deaths Word
Holidays; None
Organizations; The Serpents Touch
Spoiler: IduterheUnsure if they will make the final cutName; Iduterhe
Alignment; True Neutral
Domains; Community, Death, Destruction, Healing
Sub-Domains; Family, Medicine, Psychopomp, Torture
Favored Weapon; Longsword
Symbol; Either a healthy face on a crumbling stone wall or a sickly face on a strong stone wall
Sacred Animal; Jackal
Sacred Colours; Brown and Black
Areas of Concern/General Portfolio Notes;
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;
Spoiler: AtkurkisName; Atkurkis
Alignment; True Neutral
Domains; Animal, Travel, Weather
Sub-Domains; Exploration, Fur, Season
Favored Weapon; Lance
Symbol; A rearing horse with a backdrop divided into the 4 seasons
Sacred Animal; Horses
Sacred Colours; Green and Brown(in spring), Gold and Sandy Brown(in summer), Red and Brown(in autumn), Blue and Dark Brown(in Winter)
Areas of Concern/General Portfolio Notes;
Appearance; A large centaur some say a stallion and others a mare with there coat changing shifting subtly too represent the seasons. There head adorned with a pair of stag horns
Clergy; Are traveling men and women who seek to explore chart and see the world so he values clerics who are both that and homesteads for the other clerics who travel along.
Temples; Have many small temples through the land with major temples at major ports and other such trading hubs
Holy Texts; 'Seasonal Exploration', 'Explorers Guide'
Holidays; None
Organizations;
Spoiler: ValsalamaName; Valsalama
Alignment; True Neutral
Domains; Air, Fire, Sun, Swamps
Sub-Domains; Ash, Light, Lightning
Favored Weapon; Morningstar
Symbol; Burning Thunderbolt striking a tree
Sacred Animal; Dragonfly
Sacred Colours; Bright Reds and Yellows
Areas of Concern/General Portfolio Notes;
Appearance; With gossamer wings this creature is humanoid seeming too be made of baked mud whose voice is a whistling chiming sound for how it speaks, this creature has no gender prescribed too it as personification of the swamp
Clergy; Scattered membership with a even split between clerics too build and preach of the burning sun and broiling swamp, with inquisitors as the thundering warriors
Temples; Are always built into swamps, moors, or otherwise wet marshland with a dock out into the wet are these are squat ugly buildings built under the shade of tree's if possible too guard against the storm
Holy Texts; Teaches the holy scripture of swamps/wetlands and tending them and there ecology
Holidays; None
Organizations; 'Kin of the Boiling Swamp'
Spoiler: JulahvuName; Julahvu
Alignment; True Neutral
Domains; Air, Earth(Mountains), Glory, Strength
Sub-Domains; Ferocity, Honor, Metal, Wind
Favored Weapon; Heavy Pick
Symbol; Craggy Mountains being cracked by a Hammer
Sacred Animal; Hawk
Sacred Colours; Cream and Steel-Gray
Areas of Concern/General Portfolio Notes;
Appearance; A metal man the fierce mix of dwarven, elven and orckish, a god of metal and mining this huge mountain of a deity is a great towering symbol with a huge heavy pick carried upon there size
Clergy; Has a proud love for clerics who are ferocious howling warriors of stern and glorious stuff priding his worshipers on being stern powerful figures, inquisitors are rather rare
Temples; Are often built near mines or at the top of hills with deep caverns and cellars built into them
Holy Texts; The Almanac of Miners Strength
Holidays; 5 Holidays dedicated too feats of strength, forging and other things all built upon crafting and ferocious might
Organizations;
Spoiler: TelikkaName; Telikka
Alignment; True Neutral
Domains; Nobility, Repose, Rune, War
Sub-Domains; Ancestors, Aristocracy, Tactics, Wards
Favored Weapon; Longsword
Symbol; A noble sword with banner for battle with the clerics name emblazoned on the banner in celestial
Sacred Animal; Lions
Sacred Colours; Purple and Orange
Areas of Concern/General Portfolio Notes;
Appearance; A group of coalesced words prose, scripture formed into a humanoid figure. There clothing is intricate noble song with armour and weapons of tactical wisdom
Clergy; All members carry warded tattoos on there left or right wrist. Inquisitors as the tactical mind carry tattoos of war and feats of combat. Clerics as the noble and teachers carry there tattoos as treasure and notation of poems and protection
Temples; Are stable large buildings and with a huge strong libraries warded and full of knowledge and more
Holy Texts; Doesn't really have any major book but instead teaches too learn and grow through the spread of education and communication of and with the ancestral spirits
Holidays; 3 Holidays. The first full moon. A group of 3 days too honor the dead and ancestors. They also hold a day to teaching and warding
Organizations; 'Ancestral Followers'
Spoiler: UhatalliName; Uhatalli
Alignment; True Neutral
Domains; Earth, Nobility, Protection, Strength
Sub-Domains; Competition, Hubris, Metal Purity
Favored Weapon; Greataxe
Symbol; A anvil with the claws of a dragon around it
Sacred Animal; Squirrel
Sacred Colours; Silver and Steel
Areas of Concern/General Portfolio Notes;
Appearance; A huge metal mixture of man and dragon with a wide broad mouth full of hook teeth who she is a huge competitive warrior
Clergy; Has high standards for her Clerics and Inquisitors. Only takes Inquisitors who are virginal into her fold at which point the night they accept there purity if given to the goddess. Her Clerics must hold them self to a high standard being grand winners or pure in one capacity or another
Temples; Are large buildings with multiple arenas, gyms, and forges with much of it devoted too showing ones worship in some capacity in one way or another
Holy Texts; Has a text to Competition in all its forms and keeping one's Purity which is just called 'The Word of Uhatalli'
Holidays; 2 Major Holidays each of which are a week long celebration too the glory of the forge and competition
Organizations; 'Mithril Sons'
Spoiler: Chaotic Neutral DeitiesSpoiler: JettömuName; Jettömu
Alignment; Chaotic Neutral
Domains; Chaos, Charm, Madness, Plants
Sub-Domains; Captivation, Decay, Insanity, Revelry, Truth
Favored Weapon; Monk's Spade
Symbol; A wilted flower that had been blooming from a skull
Sacred Animal; Mockingbird
Sacred Colours; Purple and Green
Areas of Concern/General Portfolio Notes
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;;
Spoiler: KieliName; Kieli
Alignment; Chaotic Neutral
Domains; Chaos, Rune, Strength, Travel
Sub-Domains; Exploration, Language, Resolve, Riot
Favored Weapon; Tetsubo
Symbol; A rolled scroll encircled with the phrase may your travels test and improve you
Sacred Animal; Peacock
Sacred Colours; Green, Royal-Blue, and Purple
Areas of Concern/General Portfolio Notes;
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;
Spoiler: ApautusName; Apautus
Alignment; Chaotic Neutral
Domains; Chaos, Earth(Desert), Healing, Liberation
Sub-Domains; Freedom, Protean, Resurrection, Revelry
Favored Weapon; Trident
Symbol; A feasting horn full of medicines
Sacred Animal; Great White Sharks
Sacred Colours; Sand Brown and a dark clay like red
Areas of Concern/General Portfolio Notes;
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;
Spoiler: SulvarName; Sulvar
Alignment; Chaotic Neutral
Domains; Animal, Chaos, Darkness, Madness
Sub-Domains; Demon, Feather, Insanity, Shadow
Favored Weapon; Shortbow
Symbol; A Penguin cast in shadow
Sacred Animal; Penguins
Sacred Colours; Black and White
Areas of Concern/General Portfolio Notes;
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;
Spoiler: SiolemaName; Siolema
Alignment; Chaotic Neutral
Domains; Chaos, Death, Luck, Repose
Sub-Domains; Imagination, Revelry, Shadow, Souls
Favored Weapon; Scythe
Symbol; A pile of coins with skulls on the faces
Sacred Animal; Frog
Sacred Colours; Green and Aquamarine
Areas of Concern/General Portfolio Notes;
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;
Spoiler: MurhataName; Murhata
Alignment; Chaotic Neutral
Domains; Chaos, Community, Death, Protection
Sub-Domains; Defense, Entropy, Home, Murder
Favored Weapon; Quarterstaff
Symbol; A hooded figure standing before a gate with a staff in hand
Sacred Animal; Raven
Sacred Colours; Black
Areas of Concern/General Portfolio Notes;
Appearance;
Clergy;
Temples;
Holy Texts;
Holidays;
Organizations;
Last edited by Vknight; 2017-11-03 at 04:36 PM. Reason: I added in the other gods that I noted, and included some domains for others and plenty of other little changes to the deities too help that out. I also included names for the gods though they could b
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2017-10-15, 09:37 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
A list of all the domains and the number of times they appear going too edit this later too do a second for Sub-Domains maybe or if someone else would do that it would be fantastic...
Spoiler: Domains : A to Z
Spoiler: Domains : A to DAir; 5
Animal; 4
Artifice; 2
Chaos; 12
Charm; 5
Community; 4
Darkness; 6
Death; 7
Destruction; 4
Divination;0
Spoiler: Domains : E to HEarth; 6
Evil; 9
Fire; 4
Glory; 3
Good; 10
Healing; 3
Spoiler: Domains : K to NKnowledge; 4
Law; 10
Liberation; 3
Luck; 3
Madness; 3
Magic; 4
Nobility; 5
Spoiler: Domains : P to SPlant; 3
Protection; 3
Repose; 3
Rune; 4
Scalykind; 3
Strength; 4
Sun; 4
Spoiler: Domains : T to WTravel; 3
Trickery; 3
Void; 3
War; 4
Water; 5
Weather; 3
Conclusions I have stumbled upon well organizing up this big undertaking of a list.
Maybe too many Death Gods
Need a Good Aligned War god
Need at least 3 more Lawful Evil and Lawful Good Deities
Need too shuffle some deities alignments maybe after fluffing them further and including other details.
Any other thoughts, and opinions and/or ideas on this matter from others would be most appreciated
--Edit--
Some of this information is out of date because I added in the gods I noted I wouldLast edited by Vknight; 2017-10-31 at 09:12 AM. Reason: This information is out of date because I added in the gods I noted I would
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2017-10-15, 11:28 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
So this is all just about detailing the various nations and how they militarizes themselves.
The Percentage is the number of soldiers trained for that activity within the army. So there is the ability for overlap as a Soldier can/could be trained as a Archer and Support
If people need it I can include what the exact numbers are but its more meant too give you the idea of things
Designations or What the Soldier Types Mean
Spoiler: And Spoilered too take up less space for those viewing thisArchers; Light armoured ranged units using bows or crossbows. Or unit used too soften up a target
Cannoneers; Men trained in the operation and use of Cannons, Field Guns, Artillery, and also in constructing seige equipment
Cavalry; A unit that rides animals into battle counts as cavalry.
Criminals; In the same unreliable criminal types put into penal units
Crusaders; A group of soldiers based on a political or religious cause fiercely loyal as they pursue their objective
Dragoons; Mobile Cavalry units trained in the use of firearms and other guns
Engineers; Circumvent enemy defenses, on the battlefield. Tunnel through walls, assemble and operate siege weaponry and countering said equipment
Fusiliers; Longer ranged gunmen trained too shoot and snipe at targets too protect a location or emplacement
Grenadiers; Men trained in assaulting locations, emplacements, and enemy fortification. Often equipped and trained with explosives too maximize the devastation of these raids
Guerillas; Trained for fighting in specific terrain and in exploiting the lay of the land too provide a strategic advantage
Infantry; Common foot soldiers.
Musketeers; The common musket man that is in many ways a cousin to the Infantry
Peasant; Are rabble and other smallfolk they act as a mix of Guerilla/Scout/Support as none are truly trained in combat or the art of war. Most are ligthly armoured if at all and carry improvised and light weaponry
Pistoleers;
Raiders; Undisciplined soldiers trained too hit hard crushing defenses to quickly plunder foes and then retreat
Sailors; Pirates/Smugglers and other men trained in the use of sail ships and fighting upon them
Scouts; Forward observers, spreading to gain intelligence about enemy positions and bringing back information to commanders. They also serve in providing food, for the army
Support; Labor forces used to help construct temporary fortifications, building equipment, providing food, new clothes and working as medics
Spoiler: The Raw Numbers are PromisedSpoiler: AmazonsAmazons; 235,000 Soldiers
Archers : 27%
Engineers : 27%
Guerillas : 9%
Infantry : 27%
Raiders : 9%
Sailors : 18%
Support : 23%
Spoiler: BeastfolkBeastfolk; 120,000
Archers : 40%
Engineers : 9%
Guerillas : 6%
Infantry : 56%
Raider : 9%
Scouts : 28%
Support : 19%
Spoiler: Boy KingBoy Prince; 630,000
Archers : 17%
Cavalry : 20%
Crusaders : 13%
Engineers : 6%
Guerillas : 13%
Infantry : 30%
Peasants : 37%
Scouts : 20%
Support : 33%
Spoiler: DragonDragon; 562,500
Archers : 7%
Cannoneers : 13%
Cavalry : 39%
Crusaders : 20%
Engineers : 13%
Fusiliers : 13%
Grenadiers : 7%
Infantry : 4%
Musketeers : 4%
Sailors : 7%
Support : 4%
Spoiler: DwarfDwarf; 48,000
Archers : 6%
Cannoneers : 9%
Dragoons : 9%
Engineers : 9%
Infantry : 34%
Musketeers : 17%
Pistoleers : 17%
Raiders : 3%
Sailors : 20%
Scouts : 17%
Support : 9%
Spoiler: ElvesElf; 660,000
Archers : 23%
Cavalry : 23%
Engineers : 9%
Infantry : 9%
Raiders : 9%
Sailors : 23%
Scouts : 15%
Support : 15%
Spoiler: FaeFae; 2,070,000
Archers : 23%
Cavalry : 23%
Engineers : 9%
Infantry : 9%
Raiders : 9%
Sailors : 23%
Scouts : 15%
Support : 15%
Spoiler: GoblinsGoblin; 359,000
Criminal : 7%
Engineers : 7%
Grenadiers : 14%
Infantry : 21%
Sailors : 28%
Scouts : 14%
Support : 14%
Spoiler: HarpyHarpy; 270,000
Archers : 13%
Cannoneers : 13%
Engineers :13%
Guerillas : 13%
Musketeers : 13%
Raider : 47%
Scouts : 13%
Support : 13%
Spoiler: HumanHuman; 1,825,950
Cannoneers : 11%
Cavalry : 29%
Grenadiers : 7%
Guerillas : 7%
Fusiliers : 11%
Infantry : 39%
Sailors : 4%
Scouts : 29%
Support : 11%
Spoiler: KnightKnight; 2,269,500
Archers : 9%
Cannoneers : 9%
Cavalry : 26%
Dragoons : 9%
Engineers : 3%
Fusiliers : 9%
Infantry : 28%
Musketeers : 5%
Pistoleers : 9%
Sailors : 10%
Scout : 10%
Support : 24%
Spoiler: KoboldsKobold; 18,750
Criminal : 5%
Engineers : 26%
Guerillas : 42%
Infantry : 21%
Musketeers : 21%
Raiders : 32%
Scouts : 21%
Support : 16%
Spoiler: MermaidMermaid; 312,300
Archers : 23%
Cavalry : 13%
Engineers : 14%
Infantry : 9%
Raiders : 14%
Sailors : 23%
Scouts : 15%
Support : 15%
Spoiler: NomadNomad; 166,050
Archers : 10%
Cannoneers : 6%
Cavalry : 26%
Dragoons : 15%
Engineers : 10%
Fusiliers : 10%
Infantry : 10%
Musketeers : 5%
Pistoleers : 10%
Sailors : 10%
Scout : 14%
Support : 25%
Spoiler: OrcsOrc; 172,350
Archers : 28%
Engineers : 20%
Guerillas : 12%
Infantry : 30%
Raiders : 9%
Sailors : 20%
Support : 20%
Spoiler: PiratesPirate; 112,000
Archers : 9%
Engineers : 9%
Infantry : 25%
Raiders : 9%
Sailors : 25%
Scouts : 9%
Support : 19%
Spoiler: Tiefling/OutsiderTiefling/Outsider; 762,000
Archers : 5%
Cannoneers : 5%
Cavalry : 10%
Criminal : 5%
Dragoons : 5%
Engineers : 10%
Grenadiers : 10%
Infantry : 15%
Musketeers : 10%
Raiders : 10%
Sailors : 15%
Scouts : 15%
Support : 15%
Spoiler: UndeadUndead; 2,749,050
Archers : 20%
Cavalry : 22%
Infantry : 36%
Peasants : 32%
Sailors : 27%
Scouts : 19%
Support : 17%
-
2017-10-16, 09:48 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
Spoiler: Law, Crimes, and Punishments Laws are varied by the nations and there dukes as too how they enforce them along with punishments.These are the basic ideas of the crimes and general punishments towards them. With it shifting in small or broad ways depending on the nation, its mostly too give an idea of the setting and flesh out its legality and more
Improper Speech; Most often not a crime though in highly religious baronies, and villages it can come with minor fines, a night in the stocks, or even a few hours in prison.
Drunkenness; Not a crime though being heavily intoxicated and causing a ruckus or otherwise being to destructive or otherwise bothersome can include minor fines or a night in the cells until you sober up.
Assault; Attacking or otherwise fighting an individual without provocation and/or without formal recognition of a duel and more. It mostly includes force labor too make up for damages. Sometimes one could get flogged for their actions most often in more lawless nations or if they are a noble having attacked a peasant if any punishment at all
Theft; Stealing an item from an individual, on there person or from a market or shop front, or otherwise using sleight of hand to acquire an item. In highly strict and rigorous nations they may call for scaring, tattoos, or even mutilation of one's hand. More often it includes spending a day or more in prison depending on the items value, with or without flagging. Fairly cheap items can often only include even less strenuous applications
Burglary; Breaking into an individuals with the express purpose of theft of items, and other property.
Tax Evasion; Not paying one's taxes for lands, and trade. Most often handled when entering town for such trade or otherwise by magistrates, bailiffs, taxmen, and other lawmen. Most of it includes paying your fines along with some interest including covering costs for your capture. Though in some severe cases the person can be flogged, and then spend time doing either forced labor or serving time imprisoned. In truly dire cases a mix of the two can be employed
Smuggling; The transport of illicit goods along borders. The possession of those goods also falls under this, but with less harsh sentencing based upon the amount of the substance.
Sentencing could involve small fines for the transport of a harmless drug that is banned or other similar items, too heavy fines for the transportation of highly dangerous animals or other living cargo. Depending on if the Smuggler came quietly or not they and co-conspirators could be flogged or even imprisoned. Depending on the nation the transportation of slaves can lead too branding. Towns and Cities near borders are more lenient for accounting that merchants from other kingdoms could value certain items legality differently
Major Theft; Theft where the thief assaults but does not kill the victim(if they kill the victim they are charged with Major Theft and Murder) before taking there goods, and/or gold.
The minimum for this is Imprisonment or Forced Labor for a period of time. This can include heavy flogging as well. A thief could also request a brand on there hand to reduce time the time they will work. The severity of this could even lead too one being Hanged
Counterfeiting; Producing fake gold/silver/bronze coins. Largely dependent on the fake item you are producing, the quality of the fake forge and other details.
One could expect some flogging, maybe a day or two in prison for some bronze coins.
One could expect for silver the same though a large enough quantity the person could spend a week imprisoned or be used as Forced Labor
As for gold coins a heft prison sentence or a large period of forced labor. And if the amount of gold was enough even military conscription could be a possibility
Arson; The willful burning of property, or persons(this often includes murder or assault charges). The destruction of said things can and does come with heavy sentencing
Destruction generally comes with Flogging and Forced labor(or a hefty prison sentence), with a major building such as forts, temple etc coming with Death by Hanging
Using flame too burn another alive comes with your fate being the same burned at the stake, or hanged, and in some truly gruesome places death by hanging well on fire.
Treason; Betraying your Lord(Lady)/Baron(ess)/Duke(Duchess)/King(Queen) for personal or financial gain in revealing their secrets, staging military action against them and other such events.
Treason at its lightest will come with the person being Imprisoned most likely for life.
More common punishments range for the type of treachery, the extent it damaged the rules clout or cost them. From simply being hanged, or beheading if one is a noble; To the more gruesome being Drawn and Quartered(or beheading if a noble). Military men often will face death by firing squad in nations with large forces trained in the use of firearms
Piracy; As a pirate one can expect that these crimes ranging along such a broad spectrum can come with numerous potential punishments for all the person's potential crimes.
Light sentencing for a pirate can include beheading(often saved for the young, women, and nobles), or hanging
Pirates who have made an exceptional name for them-self that are captured can expect regardless of identity the potential death by hanging or even drowning
Notorious and ruthless Pirate crews with the dangerous they present can expect a sentencing at sea of death by burning as they and the ship they are upon is lit ablaze too burn.
Murder; Killing of another individual can present a person based on who, how many, and how brutally they killed them fairly awful punishments.
Often Imprisonment for years if not ones natural life for lighter sentencing.
For cruel capricious, more numerous, or more horrid killings death by hanging(or beheading if a noble). If the Murderer is truly deserving they can expect Death by burning. If they were serving within the military they can expect there death to be by firing squad
Crimes and Bounties
Every nation views and see's bounty hunting, slaying of bandits or otherwise protection of oneself from lethal harm as a justifiable thing though one can expect fines too be levied depending on the individuals they, fought and/or killed
The guilds, law makers, and courts pay more for the capture of a target over bringing the head back to them as a trial and justice can be minted for ease of mind.
Though more notorious, dangerous or otherwise violent persons a would be bounty hunter can expect the full value of said bounty simply for the removal of the individual from this plane.
Terrain Wise as I go too map out the Various Nations I got notes for myself and Others who wish too help.
Major Roads/Rivers are those that show up on maps and are used as major trade routes and are properly patrolled/protected.
Spoiler: Terrain Notes for the Various Kingdoms
Spoiler: The Amazon KingdomThe Amazon Kingdom
25% of there Terrain is Hilly
75% of there Terrain is Plains/Savannah
They have 3 Major Rivers
They have 1 Large Lake and 2 Small Lakes
They have forests of light density that cover 25% of the territory
They have forests of heavy density that cover 17% of the territory
Spoiler: The Beastfolk KingdomThe Beastfolk Kingdom
30% of there Terrain is Wetlands/Swamps/Moors
39% of there Terrain is Plains/Savannah
31% of there Terrain is Hilly
They have 4 Major Rivers
They have 3 Major Roads
They have 1 Large Lake and 3 Small Lakes
They have forests of light density that cover 15% of the territory
They have forests of heavy density that cover 15% of the territory
Spoiler: The Boy KingdomThe Boy Kingdom
40% of there Terrain is Wetlands/Swamps/Moors
53% of there Terrain is Plains/Savannah
7% of there Terrain is Hilly
They have 3 Majors Roads
They have 4 Major Rivers
They have 1 Large Lake
They have forests of heavy density that cover 27% of the territory
Spoiler: The Dragon KingdomThe Dragon Kingdom
20% of there Terrain is Wetlands/Swamps/Moors
20% of there Terrain is Plains/Savannah
30% of there Terrain is Hilly
30% of there Terrain is Mountainous
They have 5 Major Roads
They have 3 Major Rivers
They have 1 Large Lake and 1 Small Lake
They have forests of light density that cover 30% of the territory
They have forests of heavy density that cover 30% of the territory
Spoiler: The Dwarf KingdomThe Dwarf Kingdom
31% of there Terrain is Hilly
69% of there Terrain is Mountainous
They have 4 Major Roads
They have 1 Major River
They have 1 Large Lake
They have forests of heavy density that cover 25% of the territory
Spoiler: The Elven KingdomThe Elven Kingdom
17% of there Terrain is Wetlands/Swamps/Moor
50% of there Terrain is Plains/Savannah
33% of there Terrain is Hilly
They have 12 Major Rivers
They have 4 Large Lakes and 2 Small Lakes
They have forests of light density that cover 40% of the territory
They have forest of heavy density that cover 53% of the territory
Spoiler: The Fae KingdomThe Fae Kingdom
42% of there Terrain is Plains/Savannah
32% of there Terrain is Hilly
26% of there Terrain is Mountainous
They have 8 Major Roads
They have 8 Major Rivers
They have forests of light density that cover 33% of the territory
They have forest of heavy density that cover 33% of the territory
Spoiler: The Goblin KingdomThe Goblin Kingdom
60% of there Terrain is Plains/Savannah
40% of there Terrain is Hilly
They have 2 Major Roads
They have 1 Major River
They have forests of light density that cover 20% of the territory
They have forests of heavy density that cover 10% of the territory
Spoiler: The Harpy KingdomThe Harpy Kingdom
50% of there Terrain is Hilly
50% of there Terrain is Mountainous
They have 3 Major Roads
They have forests of heavy density that cover 50% of the territory
Additional Notes : The Harpy Kingdom is large island separate from the rest of the continent by the ocean.
Spoiler: The Human KingdomThe Human Kingdom
11% of there Terrain is Wetlands/Swamps/Moors
50% of there Terrain is Plains/Savannah
39% of there Terrain is Hilly
They have 4 Major Roads
They have 3 Major Rivers
They have 1 Large Lake and 1 Small Lake
They have forests of light density that cover 17% of the territory
They have forests of heavy density that cover 11% of the territory
Spoiler: The Knight KingdomThe Knight Kingdom
12% of there Terrain is Wetlands/Swamps/Moors
42% of there Terrain is Plains/Savannah
31% of there Terrain is Hilly
15% of there Terrain is Mountains
They have 5 Major Roads
They have 4 Major Rivers
They have 1 Large Lake
They have forests of light density that cover 15% of the territory
They have forests of heavy density that cover 15% of the territory
Spoiler: The Kobold KingdomThe Kobold Kingdom
100% of there Terrain is Hilly
They have 1 Major Road
They have 1 Major River
They have forests of heavy density that cover 20% of the territory
Spoiler: The Mermaid KingdomThe Mermaid Kingdom
64% of there Terrain is Wetlands/Swamps/Moors
16% of there Terrain is Plains/Savannah
16% of there Terrain is Hilly
4% of there Terrain is Mountainous
They have 20 Major Rivers
They have forests of light density that cover 44% of the territory
They have forests of heavy density that cover 32% of the territory
Additional Notes: The Mermaid kingdom is a pair of large peninsula's and a large collection of archipelago's
Spoiler: The Nomad KingdomThe Nomad Kingdom
59% of there Terrain is Plains/Savannah
41% of there Terrain is Hilly
They have 9 Major Rivers
They have forests of light density that cover 23% of the territory
Additional Notes: The rivers are primarily in the territory with trees and along the nations borders with others
Spoiler: The Orc KingdomThe Ork Kingdom
10% of there Terrain is Wetlands/Swamps/Moors
50% of there Terrain is Plains/Savannah
25% of there Terrain is Hilly
15% of there Terrain is Mountainous
They have 1 Major Road
They have 2 Major Rivers
They have 2 Large Lake and 1 Small Lakes
They have forests of light density that cover 17% of the territory
They have forests of heavy density that cover 13% of the territory
Spoiler: The Pirate KingdomThe Pirate Kingdom
47% of there Terrain is Plains/Savannah
40% of there Terrain is Hilly
13% of there Terrain is Mountainous
They have 5 Major Rivers
They have 1 Large Lake and 2 Small Lakes
They have forests of light density that cover 20% of the territory
They have forests of heavy density that cover 27% of the territory
Spoiler: The Tiefling/Outsider KingdomThe Tiefling/Outsider Kingdom
7% of there Terrain is Wetlands/Swamps/Moors
41% of there Terrain is Plains/Savannah
36% of there Terrain is Hilly
16% of there Terrain is Mountains
They have 3 Major Roads
They have 5 Major Rivers
They have 3 Large Lakes and 4 Small Lakes
They have forests of light density that cover 23% of the territory
They have forests of heavy density that cover 12% of the territory
Spoiler: The Undead KingdomThe Undead Kingdom
19% of there Terrain is Wetlands/Swamps/Moors
42% of there Terrain is Plains/Savannah
39% of there Terrain is Hilly
They have 6 Major Roads
They have 7 Major Rivers
They have forests of light density that cover 19% of the territory
They have forests of heavy density that cover 16% of the territory
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2017-10-17, 12:00 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
This post includes links to the kingdom maps. Currently there are none I just made this post so it would be here for when I get around too them
Spoiler: Maps; 0 out of 18Amazon
Beastfolk
Boy
Dragon
Dwarf
Elf
Fae/Faerie
Goblin
Harpy
Human
Knight
Kobold
Mermaid
Desert/Nomad
Orc
Pirate
Tiefling/Outsider
Vampire/Undead
In addition the SubDomain notes I talked about including now.
Spoiler: All Sub-Domains; Alphabetical Order with number of gods that have itSpoiler: Sub-Domains; AAeon : 0
Alchemy : 1
Ambush : 0
Ancestors : 2
Arcane : 2
Archon : 1
Aristocracy : 2
Arson : 1
Ash : 2
Azata : 2
Spoiler: Sub-Domains; B & CBlood : 0
Cannibalism : 1
Captivation : 1
Catastrophe : 2
Caves/Caverns : 1
Cloud : 1
Competition : 1
Construct : 0
Cooperation : 0
Corruption : 2
Curse : 1
Spoiler: Sub-Domains; D & EDaemon : 2
Dark Tapestry : 1
Day : 1
Decay : 1
Deception : 1
Defense : 1
Demodand : 0
Demon : 3
Devil : 1
Dragon : 2
Duels : 1
Education : 2
Entropy : 2
Espionage : 2
Exploration : 2
Spoiler: Sub-Domains; F & GFamily : 2
Fate : 1
Fear : 4
Feather : 1
Ferocity : 1
Fist : 0
Flotsam : 0
Flowing : 0
Fortification : 1
Freedom : 2
Friendship : 3
Fur : 2
Greed : 0
Growth : 1
Spoiler: Sub-Domains; H & IHatred : 0
Heroism : 2
Home : 2
Honor : 1
Hubris : 2
Ice : 1
Imagination : 1
Industry : 1
Inevitable : 2
Innuendo : 1
Insanity : 3
Insect : 1
Isolation : 1
Spoiler: Sub-Domains; J, K, and LJudgement : 1
Kyton : 0
Language : 2
Leadership : 1
Legend : 0
Legislation : 2
Light : 1
Lightning : 2
Loss : 1
Love : 2
Loyalty : 1
Lust : 3
Spoiler: Sub-Domains; M, N, and OMartyr : 1
Medicine : 1
Memory : 2
Metal : 2
Monsoon : 1
Moon : 3
Murder : 2
Night : 3
Oceans : 3
Spoiler: Sub-Domains; P & QPetrification : 1
Plague : 2
Portal : 0
Protean : 1
Psychopomp : 1
Purity : 1
Qlippoth : 1
Spoiler: Sub-Domains; RRage : 1
Redemption : 4
Resolve : 1
Restoration : 1
Resurrection : 1
Revelation : 1
Revelry : 3
Revolution : 1
Riot : 1
Rites : 1
Rivers : 2
Spoiler: Sub-Domains; SSaurian : 1
Season : 1
Self-Realization : 1
Shadow : 2
Slavery : 2
Smoke : 1
Souls : 1
Stars : 2
Storms : 1
Spoiler: Sub-Domains; TTactics : 2
Thievery; 0
Thirst : 2
Thorns : 1
Thought : 2
Toil : 1
Torture : 1
Trade : 1
Transformation : 1
Trap : 0
Truth : 1
Tyranny : 1
Spoiler: Sub-Domains; U, V and WUndead : 0
Venom : 1
Wards : 2
Whimsy : 2
Wind : 2
With these notes I can say safely we need 1 more deity encompassing each of these Sub-Domains. From that it means it gives me an idea of what can, and should be done
Spoiler: Sub-Domains Needing More DeitiesAeon, Alchemy, Ambush, Archon, Blood
Cannibalism, Captivation, Caves, Cloud, Competition, Construct, Cooperation
Dark Tapestry, Day, Decay, Devil, Duels
Fate, Feather, Ferocity, Fist, Flowing, Fortification, Greed, Growth
Hatred, Honor, Ice, Imagination, Industry, Innuendo, Insect, Isolation
Judgment, Kyton, Leadership, Legend, Light, Loss, Loyalty
Martyr, Medicine, Monsoon, Portal, Protean, Psychopomp, Purity, Qlippoth
Rage, Resolve, Restoration, Resurrection, Revolution, Riots, Rites, Rivers, Season
Self-Realization, Smoke, Souls, Tactics, Thievery, Toil, Trade, Traps, Tyranny, Undead
--Edit--
This information detailing Sub-domain is out of date because I added in the gods I noted I would though many of the gods could use changes, suggestions and more from those willing too aidLast edited by Vknight; 2017-10-31 at 09:14 AM. Reason: This information is out of date because I added in the gods I noted I would
-
2017-10-22, 08:25 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
So talking numbers I.E. the number of Deities
Alignments that can/could use more deities, I am aiming at for this 5 or 6 deities per alignment
4 or 5 More Lawful Good Deities
2 or 3 More Chaotic Good Deities
3 or 4 More Lawful Evil Deities
1 or 2 More Neutral Evil Deities
2or 3 More Chaotic Evil Deities
Lawful Neutral can have one Deity shuffled too Lawful Evil or Lawful Good potentially as it has 7
Chaotic Neutral is fine with deities, having currently 6.
True Neutral has 9 deities and am unsure if any could be move to another alignment or shuffled into another god.
In total that is 45 or 54 Total Deities
----------------------
For additional reference and those wishing to contribute by making organizations; include the following details
Name, Influence, Leadership, Type, Reputation, Size, Age, Motivation, Stability.
Enemies & Allies
Resources
Lair/Stronghold : Quality, Location, Interior, Guards, Traps(if any), and Dungeon(if any)
Joining Requirements?
Members; And Identifying Detail(s) : Common Trait?
Other Notes
---------------------
All help in this project from ideas, suggestions to other details is greatly appreciated in making this baby shine as a setting, thank you and have a wonderful day.
--Edit--
This information is out of date because I added in the gods I noted I wouldLast edited by Vknight; 2017-10-31 at 09:15 AM. Reason: This information is out of date because I added in the gods I noted I would
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2017-10-22, 08:27 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
Spoiler: Military; DetailsMilitary Wise Dividing Up Armies; The number of soldiers, the term for that, and the usual highest ranking person commanding such a division.
640,000 Soldiers = Army Region = Commanded by a 6-Star General
160,000 Soldiers = Army Group = Commanded by a Field Marshal
80,000 Soldiers = 1 Field Army = Commanded by a General
20,000 to 40,000 Soldiers = Corps = Commanded by a Lieutenant General
10,000 to 15,000 Soldiers = Legion = Commanded by a Major General
2,000 to 4,000 Soldiers = Regiment = Commanded by a Brigadier General
300 to 800 Soldiers = Battalion = Commanded by a Colonel
80 to 120 Soldiers = Company = Commanded by a Captain
15 to 30 Soldiers = Platoon = Commanded by a Lieutenant
8 to 12 Soldiers = Squad = Commanded by a Sergeant
3 to 4 Soldiers = Fire team = Commanded by a Corporal
Spoiler: More Deity Domain Notes
Too start with number wise I think we need, Deity wise; 12 or 17 Total More.
At least each of these Domains needs that number
3 Divination Deities
1 Glory Deity
1 Healing Deity
1 Liberation Deity
1 Luck Deity
1 Madness Deity
1 Magic Deity
1 Protection Deity
1 Repose Deity
1 Travel Deity
1 Trickery Deity
1 Weather Deity
Spoiler: A Generic Map of the ContinentEnjoy this and hopefully it helps others make it up Yes I realized I messed up and didn't include Amazon on the map... fixing that, anyways hope this helps give a general layoutLast edited by Vknight; 2017-10-28 at 07:00 PM.
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2017-10-29, 03:36 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
Spoiler: Random Demographic Calculation StuffI was working on demographics too get a general feel for the nations population numbers so I went with these numbers for a way too figure out cause census data.
This was mostly me being bored and I doubt I will apply it on a broad scale too the setting but will can could/can help with towns, and cities
Most Nations are 'Mixed'; so 55%-to-79% of the population is one primary race.
Some are instead of that 'Isolated', or otherwise close bordered which means there primary race makes up 80%-to-96% of there population.
Heavily integrated and diversified nations the primary race is 37%-to-54% of there population.
Of course this is just one aspect/part of the big picture as that lets us figure out numbers, in a helpful way and of course towns and cities near borders or other major centers would show greater diversity then the surrounding area.
So if you want too figure out the percentage of other races here you go.
Isolated : 2%-to-10% is one race : 1%-to-5% is one race : 1%-to-5% is a mixture of the various other races : The general idea is 50 percent of the remaining population is one race, 25 percent another and the final 25 represents a coalition of various races
Mixed : 9%-to-21% : 5%-to-10% : 3%-to-6% : 2%-to-4% : 1%-to-2% : 1%-to-2% is the mixture of various other races
Integrated : 16%-to-20% : 12%-to-18% : 7%-to-10% : 5%-to-7% : 3%-to-5% : 2%-to-3% is the mixture of various other races
As I am planning too run and use this, setting with the d20 and more importantly Pathfinder.
So going too go into detail with all of the races, excluded archetypes of the classes, and various race changes and other notes.
Spoiler: The Various RacesWith notes on.
Changes too age they reach adulthood, lifespan, changes in racial abilities, favored class bonuses and more.
This section will be getting periodically updated throughout
The normal swaps on racial traits are allowed this is just including ones specific to the setting and certain changes of the base race.
Spoiler: AasimarAasimar
Adulthood : 30years
Intuitive : 4d6years
Self-Taught : 6d6years
Trained : 8d6years
Middle Age[175] : Old[225] : Venerable[300] : Maximum[300 + 6d100]
Male : Height, 5'2" + 2d8inches : Weight, 110lbs + (2d8 * 5)
Female : Height, 5'2" + 2d8inches : Weight, 90lbs + (2d8 * 5)
All Aasimar swap the 'Skilled' trait for the 'Truespeaker' trait
Spoiler: BeastfolkBeastfolk : Catfolk, Kitsune, Ratfolk, Tengu, Vanara
All beastfolk age around the same rate and are different to Harpies
Adulthood : 14years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6years
Middle Age[35] : Old[46] : Venerable[60] : Maximum[65 + 1d100]
Catfolk : Height, 4'8" + 2d8inches : Weight, 100lbs + (2d8 * 5)
Dogfolk : Height, 4'10" + 2d8inches : Weight, 110lbs + (2d8 * 5)
Kitsune : Height, 4'5" + 2d8inches : Weight, 92lbs + (2d8 * 5)
Ratfolk : Height, 3'5" + 2d3inches : Weight, 56lbs + (2d4 * 3)
Tengu : Height, 3'10" + 2d6inches : Weight, 90lbs + (2d6 * 3)
Vanara : Height, 4'8" + 2d8inches : Weight, 105lbs + (2d8 * 5)
Dogfolk, have the same racial traits as Catfolk but swap the Dexterity[+2] for Constitution[+2]
Spoiler: ChangelingsChangelings
Adulthood : 15years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6years
Middle Age[45] : Old[60] : Venerable[80] : Maximum[85 + 2d20]
Female : Height, 4'1" + 2d6inches : Weight, 85lbs + (2d4 * 5)
Changelings that's parent is a Sea Hag must take the 'Oceans Daughter' trait
Spoiler: DrowDrow
Adulthood : 75years
Intuitive : 4d6years
Self-Taught : 6d6years
Trained : 8d6years
Middle Age[200] : Old[275] : Venerable[375] : Maximum[400 + 4d100]
Male : Height, 5'0" + 2d6inches : Weight, 90lbs + (2d8 * 5)
Female : Height, 5'4" + 2d8inches : Weight, 105lbs + (2d8 * 5)
All Drow swap 'Spell-Like Abilities' trait with the 'Darklands Stalker' trait
Drow can swap 'Poison Use' trait for Sprinter or Stonecunning
Spoiler: DwarvesDwarf
Adulthood : 30years
Intuitive : +2d6years
Self-Taught : +3d6years
Trained : +5d6years
Middle Age[125] : Old[200] : Venerable[300] : Maximum[325 + 2d100]
Male : Height, 3'10" + 2d4inches : Weight, 150lbs + (2d4 * 7)
Female : Height, 3'6" + 2d4inches : Weight, 130lbs + (2d4 * 7)
All Dwarves must swap Defensive Training & Hatred for 'Lasting Grudge'
Spoiler: ElvesElf
Adulthood : 50years
Intuitive : +2d6years
Self-Taught : +5d6years
Trained : +10d6years
Middle Age[375] : Old[500] : Venerable[650] : Maximum[700 + 4d100]
Male : Height, 5'6" + 2d8inches : Weight, 110lbs + (2d8 * 3)
Female : Height, 5'4" +1d8inches + 1d6inches : Weight, 95lbs + (2d6 * 3)
Elves cannot take the 'Dreamspeaker' racial trait
Spoiler: FetchlingFetchling
Adulthood : 20years
Intuitive : 1d6years
Self-Taught : 2d6years
Trained : 3d6years
Middle Age[60] : Old[90] : Venerable[120] : Maximum[125 + 3d20]
Male : Height, 5'4" + 2d6inches : Weight, 90lbs + (2d6 * 5)
Female : Height, 5'2" + 2d6nches : Weight, 80lbs + (2d6 * 5)
Fetchlings lose there Spell-Like abilities racial trait this is not replaced with anything
Spoiler: GillmenGillmen
Adulthood : 20years
Intuitive : 1d6years
Self-Taught : 2d6years
Trained : 3d6years
Middle Age[60] : Old[95] : Venerable[125] : Maximum[125 + 3d10]
Male : Height, 4'10" + 2d10inches : Weight, 120lbs + (2d10 * 5)
Female : Height, 4'6" + 2d10inches : Weight, 85lbs + (2d10 * 5)
Spoiler: Gnomes
Gnome
Adulthood : 15years
Intuitive : 4d6+2years
Self-Taught : 6d6+5years
Trained : 9d6+10years
Middle Age[75] : Old[110] : Venerable[125] : Maximum[150 + 6d20]
Male : Height, 2'10" + 2d4inches : Weight, 35lbs + 2d4
Female : Height, 2'10" + 2d4inches : Weight, 35lbs + 2d4
Gnomes cannot take the 'Darkvision' racial trait
All Gnomes must swap 'Gnome Magic' and 'Illusion Resistance' for the 'Pyromaniac' racial trait
Spoiler: GoblinsGoblin
Adulthood : 12years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6years
Middle Age[22] : Old[30] : Venerable[40] : Maximum[45 + 2d6]
Male : Height, 2'6" + 2d4inches : Weight, 30lbs + (2d4)
Female : Height, 2'4" + 2d4inches : Weight, 25lbs + (2d4)
All Goblins swap the 'Skilled' trait with the 'Eat Anything' racial trait
Spoiler: Half-ElvesHalf-Elf
Adulthood : 20years
Intuitive : 1d6years
Self-Taught : 2d6years
Trained : 3d6years
Middle Age[200] : Old[275] : Venerable[360] : Maximum[375 + 3d20]
Male : Height, 5'2" + 2d8inches : Weight, 95lbs + (2d8 * 5)
Female : Height, 5'1" + 2d8inches : Weight, 95lbs + (2d8 * 5)
Half-Elves must swap the trait 'Adaptability' with one of the following traits instead, 'Ancestral Arms', 'Dual Minded', or 'Integrated'
Spoiler: Half-Orc'sHalf-Orc
Adulthood : 14years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6years
Middle Age[100] : Old[150] : Venerable[200] : Maximum[200 + 3d100]
Male : Height, 4'10" + 2d12inches : Weight, 150lbs + (2d12 * 7)
Female : Height, 4'5" + 2d12inches : Weight, 110lbs + (2d12 * 7)
Half-Orcs must decide if they were raised in a mixed, orc, or human community.
If raised in a Human community the Half-Orc must take the 'City-Raised' racial trait
If raised in a Orc community the Half-Orc must take the 'Acute Darkvision' or Bestial' racial trait
If raised in a Mixed community the Half-Orc must take the 'Sacred Tattoo' racial trait, and only Half-Orcs raised in such a community can take this trait
Spoiler: Halflings
Halfling
Adulthood : 20years
Intuitive : 2d4years
Self-Taught : 3d6years
Trained : 4d6years
Middle Age[45] : Old[75] : Venerable[100] : Maximum[95 + 5d20]
Male : Height, 2'9" + 2d4inches : Weight, 30lbs + (2d4)
Female : Height, 2'6" + 2d4inches : Weight, 25lbs + (2d4)
Halflings must take the 'Polyglot' racial trait.
Spoiler: HumansHuman
Adulthood : 15years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6+1years
Middle Age[35] : Old[53] : Venerable[72] : Maximum[73 + 2d20]
Male : Height, 4'11" + 2d10inches : Weight, 120lbs + (2d10 * 5)
Female : Height, 4'6" + 2d10inches : Weight, 85lbs + (2d10 * 5)
-Amazon Changes from Base Human
Male : Height, 5' + 2d10inches : Weight, 125lbs + (2d10 * 5)
Female : Height, 4'9" + 2d10inches : Weight, 95lbs + (2d10 * 5)
Swap 'Human Heritage' with 'Standard' : Amazon's gain Strength[+2], Charisma[+2], and Intelligence[-2]
Spoiler: IfritIfrit
Adulthood : 50years
Intuitive : 3d6years
Self-Taught : 6d6years
Trained : 9d6years
Middle Age[50] : Old[75] : Venerable[150] : Maximum[225 + 6d10]
Male : Height, 5'2" + 2d8inches : Weight, 110lbs + (2d8 * 5)
Female : Height, 5'0" + 2d8inches : Weight, 90lbs + (2d8 * 5)
Ifrit can swap the 'Spell-Like Ability' racial trait for Illusion Resistance
Spoiler: KoboldsKobold
Adulthood : 14years
Intuitive : 1d4years
Self-Taught : 2d6years
Trained : 2d6+1years
Middle Age[20] : Old[30] : Venerable[40] : Maximum[25 + 5d100]
Male : Height, 2'4" + 2d4inches : Weight, 20lbs + (2d4)
Female : Height, 2'6" + 2d4inches : Weight, 25lbs + (2d4)
Kobolds no longer get 'Greater Weakness' for there ability score modifier but instead get 'Weakness'
Spoiler: MerfolksMerfolk
Adulthood : 15years
Intuitive : 1d4years
Self-Taught : 2d6years
Trained : 3d6years
Middle Age[35] : Old[53] : Venerable[70] : Maximum[70 + 2d20]
Male : Height, 5'10" + 2d10inches : Weight, 145lbs + (2d10 * 5)
Female : Height, 5'8" + 2d10inches : Weight, 135lbs + (2d10 * 5)
All Male Merfolk must take the 'Strongtail' Racial Trait
All Female Merfolk must take 'Darkvision' Racial Trait
Spoiler: OrcsOrc
Adulthood : 13years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6+2years
Middle Age[20] : Old[30] : Venerable[45] : Maximum[45 + 2d10]
Male : Height, 5'2" + 2d12inches : Weight, 160lbs + (2d12 * 7)
Female : Height, 4'9" + 2d12inches : Weight, 120lbs + (2d12 * 7)
Orcs are divided into 3 Sub-Races; The Green, The Grey, and The Beasts
The Green
Trade 'Paragon' for 'Standard' and lose 'Light Sensitivity' racial trait
The Green gain; Constitution[+2], Charisma[+2], Wisdom[-2]
The Grey
Trade 'Paragon' for 'Standard' and gain 'Hatred' racial trait. The Hatred is too Outsiders(Chaotic), and Humanoid(Goblin)
The Grey gain; Strength[+2], Wisdom[+2], Dexterity[-2]
The Beasts
Lose Weapon Familiarity and gain the 'Carrion Sense' racial trait and the 'Bite' racial trait
Beasts gain the 'Light Blindness' racial trait instead of the 'Light Sensitivity' Racial trait
Beasts gain the 'Slow' racial trait instead of the base
Beasts gain the 'Climb' racial trait
Spoiler: Oread
Oread
Adulthood : 50years
Intuitive : 4d6years
Self-Taught : 6d6years
Trained : 8d6years
Middle Age[150] : Old[200] : Venerable[250] : Maximum[300 + 5d100]
Male : Height, 4'0" + 2d6inches : Weight, 150lbs + (2d6 * 7)
Female : Height, 3'9" + 2d6inches : Weight, 120lbs + (2d6 * 7)
Spoiler: StrixStrix : I.E. Harpies
Adulthood : 13years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6years
Middle Age[50] : Old[90] : Venerable[125] : Maximum[125 + 2d100]
Male : Height, 5'4" + 2d8inches : Weight, 125lbs + (2d8 * 5)
Female : Height, 5'2" + 2d8inches : Weight, 115lbs + (2d8 * 5)
Strix have the 'Standard' languages racial trait instead of the 'Xenophobic' racial trait
Strix gain; Dexterity[+2], Wisdom[+2], Charisma[-2]
Strix lose the Hatred racial trait and gain either; 'Integrated', 'Stalker', or 'Sprinter' racial trait
Spoiler: SuliSuli
Adulthood : 16years
Intuitive : 1d4years
Self-Taught : 1d6years
Trained : 2d6years
Middle Age[200] : Old[400] : Venerable[700] : Maximum[700 + 3d100]
Male : Height, 4'6" + 2d10inches : Weight, 85lbs + (2d10 * 5)
Female : Height, 4'10" + 2d8inches : Weight, 120lbs + (2d8 * 5)
Spoiler: SylphSylph
Adulthood : 50years
Intuitive : 2d6years
Self-Taught : 4d6years
Trained : 6d6years
Middle Age[200] : Old[250] : Venerable[300] : Maximum[300 + 6d100]
Male : Height, 5'2" + 2d8inches : Weight, 100lbs + (2d8 * 5)
Female : Height, 5'0" + 2d8inches : Weight, 90lbs + (2d8 * 5)
Sylphs gain the 'Fleet-Footed' racial trait
Spoiler: Tiefling
Tiefling
Adulthood : 30years
Intuitive : 4d6years
Self-Taught : 6d6years
Trained : 8d6years
Middle Age[150] : Old[250] : Venerable[300] : Maximum[300 + 6d100]
Male : Height, 5'0" + 2d8inches : Weight, 115lbs + (2d8 * 5)
Female : Height, 4'10" + 2d8inches : Weight, 90lbs + (2d8 * 5)
Tieflings cannot take, 'Maw of Claw', 'Scaled Skin', or 'Vestigal Wings' racial traits, but gain 'Fiendish Heritage' as a bonus feat
Spoiler: UndineUndine
Adulthood : 50years
Intuitive : 3d6years
Self-Taught : 5d6years
Trained : 7d6years
Middle Age[225] : Old[250] : Venerable[275] : Maximum[250 + 5d100]
Male : Height, 4'10" + 2d10inches : Weight, 120lbs + (2d10 * 5)
Female : Height, 4'5" + 2d10inches : Weight, 85lbs + (2d10 * 5)
All Undine trade the 'Spell-Like Ability' racial trait for 'Amphibious' racial trait
All Undine gain the racial trait 'Terrain Chameleon' and 'Low-Light Vision' in addition to there normal traits and without having too lose there 'Energy Resistance' racial trait
Last edited by Vknight; 2017-10-29 at 02:34 PM.
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2017-10-30, 04:51 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
So what about the other major Pathfinder races?
Spoiler: Additional Race NotesSpoiler: DhampirsDhampirs
Are complicated.
Dwarf Dhampirs; Gain the 'Slow' racial trait and lose the 'Light Sensitivity' racial trait
Elf Dhampirs; Gain 'Elven Immunities' racial trait, and lose the 'Spell-Like Ability' racial trait and 'Light Sensitivity' racial trait
Halfling Dhampirs; Are Small sized.
Halfling Dhampirs exchange there 'Skill Bonus(Bluff)' racial trait for the 'Skill Bonus(Acrobatics)' racial trait
Halfling Dhampires lose the 'Light Sensitivity' racial trait and gain the 'Slow' racial trait
Human Dhampirs; Lose 'Spell-Like Ability', and 'Light Sensitivity' racial trait, that most Dhampirs have
Orc Dhampirs; Only come from Green, Grey, or Half-Orcs Orcs.
Orc Dhampirs change the Dexterity[+2] to a Strength[+2]
Orc Dhampirs can exchange there 'Skill Bonus(Bluff)' racial trait for the 'Weapon Familiarity' racial trait for orcs
Spoiler: Duergar : I.E Low DwarvesDuergar
Just use Dwarf statistics, and are not considered there own race, they are just dwarves.
Hobgoblins : Do not exist, simple as that
Gripplis : Do not exist, simple as that
Nagaji : I do not have a stance on the Nagaji yet at this time on whether they would or will be in the setting
Samsarans : Do not exist, simple as that
Svirfneblin : Just use Gnome stats much like Duergar's with Dwarves
Vishkanyas : I do not have a stance on the Vishkanyas yet at this time on whether they would or will be in the setting
Wayangs : Do not exist, simple as that
-
2017-11-01, 12:40 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
Gun Technology Level
Firearms are in a mix of the Emerging Guns and Commonplace Guns era.
Early Firearms costs 25% and are considered Martial Weapons
Modern Firearms are still Exotic Weapons
Fluff details for the various kingdoms, gods and more too come in the coming week for fleshing out the whole of the settingLast edited by Vknight; 2017-11-01 at 03:45 PM. Reason: I found the initial use of the post stupid and turned it towards addressing the, Gun Technology and other things
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2017-11-02, 02:49 PM (ISO 8601)
- Join Date
- Jun 2013
- Location
- Howard, NY
- Gender
Re: Vknight's Big Setting with No Name
Two quick thoughts, as I don't have time to read it all now (lunch hour is nearly over.) The population seems really large; your total area is moderately bigger than Russia, but you population is bigger than our whole world prior to the 19th century.
It seems like an awful lot of gods.
I'll read the rest later.-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-11-03, 01:26 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
- Gender
Re: Vknight's Big Setting with No Name
Fair enough on the population details but its way bigger then Russia. Dude russia is only 17.1million square KILOMETERS and this continent is 19.23million square Miles. Putting my setting into Square Kilometers its a heft 49.8million square Kilometers that is almost three times the size of Russia
At such a huge size its acceptable.
As for the population I do agree it is rather extravagant at this time but then again using Westero's as example in a far less magical setting its total population is somewhere are 40 Million.
At half the size and without the advent of gunpowder.
Yeah I do agree which is where I'm debating on the god's and deities how I see they could be changed or reduced down in some fashion. In part probably from expanding some of there domains
-----------------------------
Needed too split the Evil Deities off from good and neutral deities because I hit the word count of all things... I didn't even know there was one!
Spoiler: Evil Deities
Spoiler: Lawful Evil DeitiesSpoiler: AblocheName; Abloche
Alignment; Lawful Evil
Domains; Animal, Darkness, Evil, Law
Sub-Domains; Devil, Fear, Fur, Night, Tyranny
Favored Weapon; Warhammer
Symbol; A disc with a panther wearing a crown with a ring of sapphires upon it
Sacred Animal; Panther
Sacred Colours; Sapphire-Blue, and Silver
Areas of Concern/General Portfolio Notes;
Appearance; A red devil looking warrior with a gold crown and a heavy cloak made from a panther, on his hands are rings made of mithril with sapphire gemstones, her figure looks as a fearsome panther of the night
Clergy; Looks too Clerics as the great noble leadership of his church. The night men all wear fur cloaks of the greatest animal they have hunted, one must maintain and keep order within the darkness even if it is tyrannical in nature
Temples; Are tall spires and rising cold buildings part castle and part temple
Holy Texts; 'Lawful Tyranny'
Holidays; There are 3 holidays, each dedicated to an aspect of control and rulership based on the phases of the moon shifting too the new moon
Organizations;
Spoiler: InasesName; Inases
Alignment; Lawful Evil
Domains; Evil, Death, Law, Plants
Sub-Domains; Corruption, Legislation, Murder, Thorns
Favored Weapon; Battleaxe
Symbol; A thorn covered gavel
Sacred Animal; Bull
Sacred Colours; Emerald and Deep Black
Areas of Concern/General Portfolio Notes;
Appearance; Looks like a huge judge with a pair of grand bull horns wearing a judges tunic with rolling emerald horned vines as hair
Clergy; Values Clerics and Inquisitors as judges and legislation, both jury and executioner in time. Exploiting and corrupting the use of the legal system only when needed but always only too your own benefit. Failure in your corrupting twisting thorns of the law is a great scar too these holy men.
Temples; Temples are strong powerful halls use as jails and for handling trials, they are big bulky building with rose gardens around the building.
Holy Texts; The Rose Law
Holidays; None
Organizations; 'Rose Judges'
Spoiler: RanomercioName; Ranomercio
Alignment; Lawful Evil
Domains; Evil, Law, Travel, Weather
Sub-Domains; Devil, Seasons, Trade, Tyranny
Favored Weapon; Waveblade
Symbol; A crown with a rolled scroll and in each of the corners is a symbol too a season
Sacred Animal; Serpent
Sacred Colours; Green or Brown
Areas of Concern/General Portfolio Notes;
Appearance; A twisting humanoid often depicted as a drow, though sometimes depicted as a goblin and/or orc. They are only clothed in serpents representing the seasons no matter there form
Clergy; Values Inquisitors for there aid in controlling the law, order and travel, well at the other hand Clerics are the wardens of the weather and seasons
Temples; Are wide open temples with each of the corners of the place corresponding too one of the seasons and used as a large market at times for those
Holy Texts; 'The Four Traveling Seasons' sometimes divided into 'Springs Beginning', 'Summers Trade', 'Autumns Law', and 'Winters End'
Holidays; 4, one for the start at each of the Seasons for two days
Organizations; '4 Season Merchant Band'
Spoiler: TierraniosName; Tierranios
Alignment; Lawful Evil
Domains; Artifice, Earth, Evil, Law
Sub-Domains; Caves, Construct, Daemon, Kyton
Favored Weapon; Flail
Symbol; A dark cave with glowing eyes noticeable border with a chain
Sacred Animal; Boars
Sacred Colours; Stone Grey
Areas of Concern/General Portfolio Notes;
Appearance; A large twisting being made of chains with huge boar tusks made of stone
Clergy; Collects Inquisitors as there primary way of spreading the word, scripture and unit of there teaching well clerics are the rare few deemed strong, or worthy enough to be given such complete power and artistic control
Temples; Carved stone the interior of these large buildings imitates a mixture of cave and art gallery
Holy Texts; The very same wall include the scripture called the boars truth
Holidays; A single week long holiday too the arts
Organizations; 'The Iron Artists'
Spoiler: AciótecName; Aciótec
Alignment; Lawful Evil
Domains; Community, Evil, Law, Protection
Sub-Domains; Cooperation, Devil, Fortification, Kyton
Favored Weapon; Halberd
Symbol; A shield wrapped with chains
Sacred Animal; Eagle
Sacred Colours; White and Blue
Areas of Concern/General Portfolio Notes;
Appearance; A human female with smooth armour of a Damascus pattern forged together from chains created in a great cooperative effort
Clergy; Collects powerful clerics few of number too fortify and unite the cooperative creative elements creating a strong united front from
Temples; The strong solid temples are built with the whole of the community working together building strong solid walls to fortify and make powerful armoured temples grand united monuments
Holy Texts; The Chained Truth
Holidays; 3 Major Holidays, 1st for the town/cities founding, 2nd for the creation of the temple, and 3rd for the first time the temple rebuked attackers successfully
Organizations;
Spoiler: Neutral Evil DeitiesSpoiler: DoártirName; Doártir
Alignment; Neutral Evil
Domains; Charm, Evil, Fire, Nobility
Sub-Domains; Arson, Fear, Leadership, Lust, Martyr
Favored Weapon; Whip
Symbol; A roaring lions head coloured orange and black
Sacred Animal; Lion
Sacred Colours; Orange and Black
Areas of Concern/General Portfolio Notes; Is the evils of a martyr for a cruel cause the creation of fear too rule as nobles and the corruption of one's own lust for power. A dangerous force representing fear and self destructive impulses being levered for selfish reasons
Appearance; A large lion like catfolk creature wearing a lordly robe whose eyes are missing with shallow open festering wounds all across his form
Clergy; Holds too only using Clerics unless necessary those who fall must be martyrs and avenged by the honorable leadership of said Clerics, and deadly Inquisitors destroying and burning those who would harm them... or burning those they claimed have destroying and burning there opposition with a regal authority
Temples; Easily burned buildings too claim any destruction is an assault or affront by any other deities with a cruelty
Holy Texts; The Martyred Warrior
Holidays; None as Martyrs should only celebrate after they are avenged from atrocity
Organizations;
Spoiler: MalestrellasName; Malestrellas
Alignment; Neutral Evil
Domains; Evil, Luck, Void, War
Sub-Domains; Curse, Daemon, Duels, Stars
Favored Weapon; Star-knife
Symbol; A knife along the backdrop of a field of stars
Sacred Animal; Bat
Sacred Colours; Black, and Gold
Areas of Concern/General Portfolio Notes;
Appearance; Is a great black bat like creature with with sharp knife like claws there wings sparkle with flecks of gold like the great starry sky
Clergy; The Antipaladins are more honorable duelists then most though not very common. His Inquisitors are enforcers and duelists dancing along in the night sky. The clerics of Malestrellas are those who curse, torment and strike out with cruelty to those who oppose the Night Lord of the twilight sky
Temples; All have an open area at the center with a grand dueling area with no roof looking up too the nightsky at each of these
Holy Texts; 'The Night Lord of the Twilight Sky'
Holidays; Any eclipse is a holiday for the next 3 days after it has happened and also has 2 major holidays. 1 is honor of duels and controlled war, and the other too the longest night of the year
Organizations; 'The Twilight Lords'
Spoiler: NuacientoName; Nuaciento
Alignment; Neutral Evil
Domains; Evil, Luck, Plant, Trickery
Sub-Domains; Fear, Growth, Imagination, Innuendo
Favored Weapon; Greatsword
Symbol; A ring with two red eyes and snarling teeth at its center
Sacred Animal; Ferret
Sacred Colours; Sandy Brown
Areas of Concern/General Portfolio Notes;
Appearance; A tall female elf though sometimes depicted as a wanderer with over exaggerated traits to her domains
Clergy; Only has female clerics and only those who have been mothers. Her Antipaladins can be other either gender though she favors men. As the secretive and trickster element in which she see's herself Inquisitors are only females as with Clerics
Temples; Are one part nursery and one part majestic gardens for its worshipers they are soft warm building
Holy Texts; Has a collection of texts, and poems full of innuendo and teaching of accepting and guiding budding artists
Holidays; The head clerics birthday and Nuaciento's day of apotheosis
Organizations; 'Red Lotus Wives'
Spoiler: DraríoName; Drarío
Alignment; Neutral Evil
Domains; Evil, Scalykind, Water, Weather
Sub-Domains; Daemon, Dragon, Monsoon, Rivers
Favored Weapon; Spiked Gauntlet
Symbol; A spiked gauntlet in water
Sacred Animal; Manta Ray
Sacred Colours; Sapphire and Deep Green
Areas of Concern/General Portfolio Notes;
Appearance; A long serpentine daemonic looking dragon with large thin whiskers and great sapphire scales with deep green highlights, and of no distinct gender
Clergy; Most often finds worshipers in Kobolds and Merfolk not common but they are there most surplus worshipers
Temples; Are simple structures built along rivers and ponds often far from the sea and built too be a part of the environment to which it exists in.
Holy Texts; The River Kings Word
Holidays; The 3rd New Moon, Blue Moons and the start of Monsoon seasons are the primary festivals
Organizations; 'Ocular River Wanderers'
Spoiler: MalnociName; Malnoci
Alignment; Neutral Evil
Domains; Divination, Evil, Glory, Knowledge
Sub-Domains; Aeon, Daemon, Honor
Favored Weapon; Dueling Dagger
Symbol; A pair of crossed daggers with a sealed book between them
Sacred Animal; Owl
Sacred Colours; None
Areas of Concern/General Portfolio Notes;
Appearance; A tall spindly figure wearing a simple scholars outfit, with silver-grey skin and rolling curling black hair
Clergy; Values Inquisitors of agents too guide protect and keep people knowledge of the right things well Clerics provide divination and knowledgeable council to those seeking it. Antipaladins are rare in his ranks most often seen and used as leaders for small armies in wars
Temples; Are simple places built in a location too put it between areas of knowledge and combat often including there own small libraries and walls to depict glorious deeds
Holy Texts; Of Honour and Knowledge
Holidays; Each temple has 3 common holidays with 1 determined by a great deed of the local clergy as a fourth
Organizations;
Spoiler: Chaotic Evil DeitiesSpoiler: LocuraName; Locura
Alignment; Chaotic Evil
Domains; Chaos, Evil, Madness, War
Sub-Domains; Blood, Cannibalism, Demon, Insanity
Favored Weapon; Dogslicer
Symbol; A blood coated Dogslicer blade
Sacred Animal; Moose
Sacred Colours; Blood Red and Pink
Areas of Concern/General Portfolio Notes;
Appearance; Is a beautiful female figure most often described as looking like a halfling(though sometimes as a human) her hair a deep crimson with lips red as rubies she stands graceful with a hooked curved meat hacking blade dangling from her waist she only wears a loose fitting opaque dress sewn of fibers made from skin
Clergy; Come in all shapes Locura and forms with her favored clerics being the most common. Her antipaladins most often acting less as clergy and more as conduits of the goddess's own insanity
Temples; Are often also abattoirs/funeral homes, they care treat and handle meats of various sorts too be consumed in various holy meals. This means they are often near the edge of the city/town or a short distance from it
Holy Texts; 'Bloodletting', 'Consumption'
Holidays; Each meal should be a celebration with family. A day of rest when one loses them too prepare a feast and partake of there blood and flesh. The mad goddess makes her decree
Organizations; 'Theurgists of the Flesh Rites'
Spoiler: SedsolName; Sedsol
Alignment; Chaotic Evil
Domains; Chaos, Earth(Mountains), Evil, Sun
Sub-Domains; Corruption, Entropy, Revelation, Thirst
Favored Weapon; Chakram
Symbol; A burning mountain
Sacred Animal; Camel
Sacred Colours; A faded-Orange
Areas of Concern/General Portfolio Notes; She values that mortals know of thirst, entropy and suffer in this revelation
Appearance; Is a tall pale figure her body is sickly shaking with exhaustion from thirst and age
Clergy; Are most often Inquisitors too hunt and destroy as agents of entropy. With a love of Antipaladins too sow corruption poison and force the burden of thirst.
Temples; Has no major organized temples instead seeking too corrupt pervert and bring about ends too communities near hot communities
Holy Texts; Boiling Eye of Blazing Revelation
Holidays; None as Holidays breed complacency in one seeking revelation.
Organizations; The Desert Wardens
Spoiler: AosticaName; Aostica
Alignment; Chaotic Evil
Domains; Chaos, Evil, Strength, War
Sub-Domains; Demon, Qlippoth, Self-Realization, Tactics
Favored Weapon; Bastard Sword and Whip
Symbol; A demonic sword with coiling banners around it
Sacred Animal; Elephant
Sacred Colours; Grey and Red
Areas of Concern/General Portfolio Notes;
Appearance; A tall warrior with a whip at his side and a large curved blade in, a mix of orc, elf, and human. He has a shaved head with swirling grey eyes
Clergy; Are traveling mercenary/warband priests they are based on what the army needs and what they are made of meaning the many have the upper hierarchy being Antipaladins or Clerics depending on the warbands leading warriors
Temples; Tents set up by his warbands
Holy Texts; The Cant of War
Holidays; The Feasts after battle are much more grandiose and praising too him glory
Organizations;
Spoiler: NuberichoName; Nubericho
Alignment; Chaotic Evil
Domains; Air, Chaos, Evil, Liberation
Sub-Domains; Cloud, Demon, Self-Realization, Whimsy
Favored Weapon; Chain Spiked
Symbol; A Ouzel upon a cloud
Sacred Animal; Ouzel
Sacred Colours; Dark Grey
Areas of Concern/General Portfolio Notes;
Appearance; A large winged humanoid with 3 sets of wings for a total of 6 wings. I set of a brilliant white, one a deep and dark grey, and the last a tawny brown.
Clergy; Has many antipaladins and inquisitors enforces and liberators for there own whimsy though not uncommon his clerics are much less numerous
Temples; Are often singular towers tall majestic monoliths reaching up too the sky
Holy Texts; Fanciful Thought and Freedom of Burden
Holidays; Has a week long festival dedicated too whimsy, liberation, and self-realization
Organizations; The Chain Breakers
Spoiler: SadirullaciName; Sadirullaci
Alignment; Chaotic Evil
Domains; Chaos, Evil, Madness, Weather
Sub-Domains; Corruption, Monsoon, Nightmare, Transformation
Favored Weapon; Cat-O-Nine Tails
Symbol; A curled nightmarish cat
Sacred Animal; Cat
Sacred Colours; Pink
Areas of Concern/General Portfolio Notes;
Appearance; A great feline out of primordial nightmares with a ever shifting swirling vibrant display of twisting coiling rolling spiraling changing hide, form, and shape twisting and corrupting that around it
Clergy; Unknown those that follow the nightmare feline rarely are more then a few scattered madmen
Temples; None there twisting coiling curling madness makes such structures futile
Holy Texts; A clay pressed tablet sometimes called the Nightmare Stone
Holidays; None
Organizations; NoneLast edited by Vknight; 2017-11-03 at 04:38 PM.
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2017-11-05, 01:09 AM (ISO 8601)
- Join Date
- Jun 2013
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- Howard, NY
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Re: Vknight's Big Setting with No Name
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-11-05, 07:49 AM (ISO 8601)
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Re: Vknight's Big Setting with No Name
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2017-11-05, 05:33 PM (ISO 8601)
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- Jun 2010
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Re: Vknight's Big Setting with No Name
Some more fluff notes for the nations; nothing as of yet just creating the post
Spoiler: AmazonsName;
Title; The Small Plains
Alignment; Lawful Neutral
Capital; Caelev
Ruler; -
Government; Constitutional Monarchy
Languages; Common, Elven, Orc
Religions; 3 to 6
-Geography-
-History-
First founded the rolling location was settled by a small sub-set of humans the cities for it a small thriving creation too survive off from the other nations, away from the wars.
Or so they would say.
The Amazons were not settled there because they wished too escape wars started by the other nations but by there own folly in a war they started. Seeing themselves as the rightful rulers of the Red Dunes(Nomad Kingdom) to the south and the orc's to the north they set out too conquer but this disasterous split war fought on two sides could only end in one thing and that was defeat. Crushed disheartened and retreating the few remaining warriors fled to there one remaining territory across the land bridge (Insert Name).
Calling on magic the queen shattered it splitting them from any would be pursuers. Trapped on an island without industry, major cities and a very hostile wildlife they adapted.
Over the centuries there people have rebuilt and reworked, though they have few cities they are much like the forts of old a prideful reminder for them of there past a success.
The tale of being peaceful escaping came from the queens daughter of the time 'Lady Syl'
They have fought among themselves regularly after being trapped the wars have never been especially bloody in part for fear of destroying themselves.
The Isle of the Amazons thanks too its higher plateau structure means there are few beaches, and even less that are suitable for life further isolating them, it was not until within the last 50 years that major contact was made too there kingdom.
Government :
Economy : Has no major trade routes beyond there borders, or caravans with her people surviving based on there location from being hunters and farmers
Inhabitants :
Spoiler: BeastfolkName;
Title; The Wild Men's Lands
Alignment; Chaotic Neutral
Capital; Beseil
Ruler; Eirev the 3rd(The Azure Stag)
Government; Kraterocracy
Languages; Catfolk, Gnoll, Tengu
Religions;
Geography
-History-
No one can say when the Beastfolk truly became there own kingdom. Some say it was near 1000 years during the war between the Amazons, Nomads, and Orcs. Others say it was 500 years ago with them declaring themselves secular. Some scholars point too 200 years ago when the first true king rose among there ranks and has led the people since. Crowned the Azure Stag in title Eirev the 1st united the tribes, into a coalition and declared himself king.
The history of the beasts is full of tales of passion, love, and war between the noble families, even now when not united at a threat there blades are turned upon one another squabbling like birds over carrion. Might was forged too make right in these conditions the strong coming too rule there families/clans/towns/cities.
During the Amazon's conquest the beasts had opportunity too stake claim and there territory could have included now parts of the 'Knight', and 'Orc' kingdom but with no unified armies and the desperate power struggle of petty generals the battles proved fruitless squabbles
At one point the Orc kingdom thought too take the Beast kingdom called 'The War of Swine', by the beasts this was one of the few times they came together in the past united too stop any incursion some say that they were led by a man titled 'Eirev' often assumed to be an ancestor or inspiration too the current united rulerships name.
Using his new found military the united general commanding the forces rebuffed the orcs in a long drawn out war lasting over 5 years in various skirmishes and battles but the Orc's drew out the losses and tiring press was weakening there resolve. Many military strategists note had the orks pushed they could have claimed the territory though it doubtlessly would have cost hundreds of thousands of lives.
Government
Economy
The beasts export the furs, and hides of the beasts they hunt within there territory, they deal in the rich meats and powerful rare animals found within the sprawling plains producing some of the most vicious animals too be found.
Inhabitants
Spoiler: BoyName;
Title; The Young Kingdom or The Little Kingdom
Alignment; Neutral Evil
Capital; Huza
Ruler; Hernnan the Young(Age 12)
Government; Absolute Monarchy
Languages; Common
Religions;
-Geography-
-History-
A small kingdom that split off of the Nomad kingdom a scant 100 years ago the territory was always called 'The Little Kingdom', they originally joined into the kingdom via marriage only too near 700 years later seek and gain independence a scant 10 years afterwards.
The little kingdoms history started off rocky and with its propensity too solve issues with a diplomatic flair many wondered how it would handle the newly united Beastfolk only too show there wisdom, durability against any such strike and attack.
Though by far not the smallest kingdom and having added small parts too its territory over time its influence has greatly grown and spread.
The rumors too why the little kingdom split from its neighbor and ally in the 'Nomads' is a mystery some say that there royal family follow daemons, other say a pact went unfulfilled between the two kings nation lines and there stewardship was broken and much more.
In the last 3 years the King of this kingdom passed unexpectedly his rapid demise and his son not yet being of age made the boys mother the Regent until he could take the throne.
But rather then this happening the 'Queen Regent' fell too this time when she tried to use her new found power against her son in this display pushing the boy to action in a powerful display of ability politically.
-Government-
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Inhabitants
Spoiler: DragonName;
Title; The Hatchery
Alignment; TN
Capital; Ragond
Ruler; Xllythrix
Government; -
Languages; Draconic, Dwarven, Elven
Religions;
Geography
-History-
Forged ages ago this kingdom has continued too exist through century upon century. Though many say its hands change to who rules it all agree it is either a dragon, or council of dragons.
Some claim the territory is a piece of land in a ancient draconic game, others say it is too teach young dragons the very same game. Some say that this marvelous adventure is for there amusement. Others too teach dragons how too be prideful but not be overcome in indulgence.
Whatever its original or continue purpose may be the kingdom is ruled by dragons and there servants from the most vile to the most whimsical of draconic beings.
The tall craggy mountains keep out foes well the lush gardens and fields make for grand rolling cities vibrant with life. There huge roads sprawling built to accommodate great beasts.
All are welcome but its history is hard as the kingdom as avoided and skirtted from war and open confrontation with its rivals and foes. If struck pressed, pushed, or driven they counter, parry, and roll too keep afloat and avoiding these troubles of war.
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Economy
Inhabitants
Spoiler: DwarfName;
Title; The Kingdom of Gems
Alignment; Lawful Neutral
Capital; The Silver City
Ruler; The Council of Masters
Government; Meritocracy & Timocracy
Languages; Dwarven, Orc, Terran
Religions;
-Geography-
-History-
This small mostly frozen, hilly and mountainous nation all dwarves of the continent claim too trace family lines too in some way and at some point.
The first dwarves crafted by a goddess of earth set them down and said too dig build halls, towns, hamlets, and cities not above but below and so the great work began. The dwarves toiled and built. Some dwarven settlements are above ground some are below and some are a mix.
There is not a time in history when dwarven cities are not under construction as the workers tirelessly, expand, repair, rebuild, and improve upon the sprawling cities. Dwarven cities are grand vertical places like huge buried towers with interlocking, intersecting curving twisting corridors.
The Dwarven nation as it is has never been one for conflict in open war though they often hold grudges and familial combat and competition between themselves and others is common.
There are dozens of times dwarves have have been slighted and a clan will have several brief bouts or focus on competing with a foe for there actions.
Most often these conflicts end amicably but depending on the group, there reaction, response and more can vastly shift the response. The bouts often leading too small battles and open conflict between the Dwarven clan and there foe.
There are dozens of these among the dwarven clans through the course changing of hands and positions within dwarven society because of that.
One such of these events with the orcs led to a long standing grudge of the whole dwarven nation too these orcish hordes for a full century the battles were often fierce and brutish but a combination of time, drink, turned these bloody battles into competition too not waste life and festivities.
The various Dwarven conflicts have shuffled the clans positions hierarchy and even caused some clans too leave the nation too seek prospects elsewhere.
The Original Twelve Clans were the following, as a Dwarf when they hit adulthood would take the last name for there profession. Along with that they would combine that with something too indicate there mastery.
Rhak(Smiths), Mugdor(Miners), Trumm(Carpenters/Woodworkers), Ightrum(Fighters/Soldiers), Erum(Brewers), Thrum(Lawmakers/Lawyers/Judges), Lewej(Jewelers), Nelaraz(Archers/Hunters), Minek(Mages/Writers), Worum(Laborers), Numeh(Thieves/Saboteurs), Bergu(Merchants/Traders)
Novice/Apprentice's would add a; E to the end of their last name
Journeymen would add a; I to the end of their last name
Eperts would add a; O to the end of their last name
Masters would add a; Y to the end of their last name
Many Dwarves now a days take a combination name either representing there two professions or the profession of there parent and them self too hold familial ties too there actual parentage. And most discard including the letters of skill within there field for there name.
This practice only started too occur in dwarven lands in recent years.
In the large scale this practice has been used by dwarven families that abandoned, were exiled, or otherwise left dwarven lands for centuries. And dwarves that discard the old customs use there last name much as humans do to be a familial name passed from parent too child, instead of a indicator of there clan.
This confusing structure is even more confusing when one factors in a dwarf of 1 Clan from one city does not consider themselves brothers with a Dwarf of another city despite being of the same clan even if they share the same parents. The byzantine and confusing system of clan, familial, rank, and parental naming can even confused a dwarf. Further Dwarves use there home city as a middle name too delineate between themselves.
There are 4 major examples of this call the 4 lost masters a group of Dwarves who could have each been the head of there respective Clan centuries past but from lack of political acumen, patience, or other things they failed and got themselves exiled.
These 4 Dwarves were; Rogar Rhaky : Illya Minek : Thor Bergu : and finally Fraye Nelaraz
Each became a clan of there own right though not connected too the Dwarven nation of hierarchy.
Rhaky became Clan Rraky who live too the east along the border of the 'Outsider/Tiefling' and 'Orc' kingdoms. They have built several small fort town along the border these cities are diverse dens of master smiths and artisans, with there family name found across both nations
Minek became Clan Innes who are the most wildly spread of the clans scattered around collecting traveling and learning as they go
Bergu became Clan Ergu a group of traveling merchants as old Thor joined with them and his family built and amassed themselves they travel the nomadic deserts as a caravan transporting selling and trading goods as they go
Nelaraz became Clan Nala and well wide spread they generally settle in communities to teach archery, or hunting instead of constantly traveling as Clan Innes.
The Dwarves had a brief bout with there neighbors the 'Outsider/Tiefling' kingdom at one point this was a long winding conflict that really served no sides over a border town and though neither side claimed it in the end the town still exists with both guards of each nation conflicts hot steaming, between the local leaders of that territory. This contempt is not felt on the other hand by the local populace who care not having been integrated for decades with neither side caring too claim dominion until the last 30 years.
-Government-
A Dwarf that is exiled must also take any sons or daughters who are yet too join a clan or who are in the same clan as the dwarf in question. The dwarf must also take there husband or wife with them into exile
-Economy-
-Inhabitants-
Spoiler: ElfName;
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InhabitantsLast edited by Vknight; 2017-11-13 at 03:47 PM.
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2017-11-05, 05:36 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Durham
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Re: Vknight's Big Setting with No Name
Spoiler: FaerieName;
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Spoiler: GoblinName;
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Spoiler: KnightName;
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Spoiler: KoboldName;
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2017-11-05, 05:37 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
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Re: Vknight's Big Setting with No Name
Spoiler: MermaidName;
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Spoiler: NomadName;
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Spoiler: OrcName;
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Spoiler: OutsiderName;
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Spoiler: PirateName;
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Spoiler: Undead/VampireName;
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