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Old 02-18-2012, 10:33 PM   Top  -  End  -  #541
Wyntonian
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Default Re: A complete N00bz first try at world-building...

Thanks, that works great. I'm currently getting the OP all nice and pretty for my applicants for the game. Any thoughts on the races?
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Old 02-18-2012, 11:15 PM   Top  -  End  -  #542
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I like the races. Not much more to say to that, other than I look forward to testing if I get into the game.
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Old 02-19-2012, 12:44 AM   Top  -  End  -  #543
Wyntonian
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Have you applied? You're more than welcome to.
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Old 02-19-2012, 02:05 AM   Top  -  End  -  #544
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Haven't applied, didn't know it was recruiting yet.
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Old 02-19-2012, 02:11 AM   Top  -  End  -  #545
Wyntonian
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You're welcome to. It should be fun. I might end up running two games, because I've seen some great applications and I don't want to turn pretty much everyone away.
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Old 02-19-2012, 03:06 PM   Top  -  End  -  #546
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I added changelings to the races. They're now kidnapped human children raised by the fey. Plenty of potential there, eh?
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Old 02-19-2012, 06:10 PM   Top  -  End  -  #547
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Now that we have some faction ideas for the Vallheim, let's hike south, towards the wide-open plains and heliolatric theocracy of Soleh.

I can think of four major factions off the top of my head.

1. The church hierarchy. They are also the government, and collect the taxes, operate the courts, manage the infrastructure and command the armies. This represents pretty much everyone in power.
*Note: make a hierarchy chart of ranks in the church. Also, come up with a name for the god.

2. The merchants. These could be buyers and sellers of stuff from Sunshan, the Vallheim and the Dotze Affariata, or leaders of the guilds of craftsmen. (Surprise, a culture focused on worship of fire as a manifestation of their god is good at forging things), or farm barons who manage large tracts of land, despite not being officials of the church. (Bishops are the equivalent of a feudal lord). They could have tensions with the church and their high taxes.

3. The underclass. Some may be loyal followers of the church, others may have seen their daughters raped and their sons killed by priests. They range from fishermen along the coast to farmers inland, and shifting into herders of sheep, cows and horses further to the west, as the ground becomes arable. Piety also decreases the further West one goes. This group includes the low-ranked priests, who have a....different philosophy than the cardinals and archbishops, the cults and the thieving crews that patrol the large cities.

4. The westerners. The westernmost parts of the country are rolling plains and foothills of the Foresthold Mountains. The people there live a fairly nomadic life, following their herds of sheep and cattle. They have, unlike many westerners, good regard for the church, as church-controlled armies have been protecting them from Goliath raids recently, and their doctors and educators have been increasing public health and the literacy rate. This in turn has led to many elite medium and light cavalry soldiers from the area joining the Solerian armies as scouts and cavalry.
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Old 02-20-2012, 09:24 PM   Top  -  End  -  #548
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Sub-Factions in the perpetually crusading feudal dictatorship happy shiny land without any problems of Soleh!

1. Church Lady's Crew.

*The hunters of heretics who use demonic magic, who have the rights of judge, jury and executioner. They tend to have a good 15% success rate. That is, about 15 out of a hundred people burned at the stake by them are actually heretics. The rest may have pissed someone off, or simply been and old lady who happens to like cats.

*The Dawnbringers. A select group of the most elite and devoted bishops who undergo painfully disfiguring rituals, including burning of the skin in patterns using sunlight refracted through giant lenses, to enhance their connection to Tuhan Sun-Father. This allows them to see into the hearts of men, and bend them to their will. They are used to test the loyalty of the priests of the border areas, where being a priest means you give a speech once a week and collect the taxes, and not much else. There are only rarely more than a dozen of these guys around at once, and they are some of the most powerful casters Soleh has.

*The Council of Hadivaikas. (Archbishops) This is the group of religious/political leaders who, at the death of one of their number, select a replacement. They have nothing in the way of checks or balances, though the Zuel-Karalius (King-Pope-Thing) wields the right to make decisions unfettered by the will of the others. They work similar to a presidential cabinet and a Congress in a room of twenty elderly men.

*The Zuel-Karalius. The absolute leader of Soleh. He is considered to be the living puppet of Tuhan Sun-Father. He is generally the oldest living member of the Council of Hadivaikas, but the strength he wields is not one of a young strong sword-arm. His name is always ritually obliterated from public record, as he is no longer a man but a living god. Anyone caught spreading his given name is buried alive, as being given to Tuhan Sun-Father is too good a fate for them.


2. Merchants

*Slave Traders. Gnome slaves are expensive in Soleh, but valued as miners, street-sweepers, and other menial laborers. They tend to die quickly, within about five years, so those who sell them have a constantly renewed market to sell to.

*Guild Leaders. The Forgemaster's, Leatherworker's, Glassblower's, Bookbinder's, Cartographer's, Potter's and Weaver's Guild and various other merchant organizations band together to resist the demands made by the church for a larger percentage of their purchases, low-cost bulk commissions (5,000 winter blankets, suits of chainmail, arrowheads, and swords for the army, books and bottle of medicine for the Westerners, etc.) that eat into the guild's profits.

*Land Barons. Some laymen have acquired large tracts of land and begun renting it out to commoners, despite their lack of the required church title. Imagine the controversy.

3. Underclass.

*Commoners. The everyday laborers, skilled or unskilled, in Soleh. They're treated better than they are in Sunshan, but still have little in the way of sociopolitical rights. Church attendance is mandatory.

*Thieving Crews. Some bands of commoners in large cities have taken to stealing from the church. Whether it's breaking into churches and stealing from the vaults there or raiding the grain caravans bringing taxes to the urban centers, stealing from the church is rather lucrative. Some have touched upon powers that the church would consider demonic to aid them, powers of shadow and the mists.

*Cults. Despite legislation and death threats to the contrary, not every commoner is a devoted churchgoer. Many attend for posterity, but then return to worship any of an extensive variety of fringe beliefs, among them the animistic spirituality of the Vallheim, the teachings of the Good God in the Dotze Affariata, the ancestral beliefs of Sunshan, or the Affariata's Old Gods. There are other, more minor faiths, but these are generally very locally contained and have little to no organization on anything but the village level.

4. Westerners.

*The Piloti. Native horsemen of the western plains, they patrol the borders, north, south and west, for Vallheimers, Goliath raiders and escaping Sunshani Torei. In return, the church builds schools, hospitals and roads across the west.

*The Nomads. Many westerners live a life very different from the more sedentary easterners, in that they follow their herds of cattle, sheep and other livestock across the plains. The westerners try to build schools and hospitals, but each party of Nomads, from whom the Piloti are drawn, only crosses paths with a single school or hospital perhaps once a year. As such, the schools and hospitals serve more as learning centers where a healer or teacher can train for a couple years before returning to their caravan to practice their arts. The older generation sometimes fails to see the value of this.

There we go, factions of Soleh.
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Old 02-22-2012, 11:16 PM   Top  -  End  -  #549
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I feel bad about giving you guys a wall of text in recent days, so here's some tasty pictures, vaguely sorted by region.

Vallheim:
Spoiler


Soleh:
Spoiler


Sunshan:
Spoiler


Dotze Affariata:
Spoiler


Generic:
Spoiler


Other Races:
Spoiler



That's all I have for now. Thanks for looking it over!
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Last edited by Wyntonian : 02-22-2012 at 11:19 PM.
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Old 02-23-2012, 10:19 AM   Top  -  End  -  #550
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Default Re: A complete N00bz first try at world-building...

You mentioned in the recruiting thread that we were supposed to use our imaginations when it came to the menfolk of the Dotze Affariata? I went to the Assassin's Creed wiki instead:

Spoiler


Are these what you're looking for?
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Old 02-23-2012, 08:04 PM   Top  -  End  -  #551
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Excellent, excellent! I'll mentally erase that one guy's gun, but overall it looks excellent. Thanks!
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Old 02-24-2012, 03:39 PM   Top  -  End  -  #552
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I have a major test in a little bit, but you can soon expect a list and short description of the major Fey lords and ladies. I'mma have some fun with this and shamelessly steal some from British authors.
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Old 02-26-2012, 03:51 PM   Top  -  End  -  #553
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Ok, outright plagiarism of my favorite British authors, interspersed with a couple fits of creativity away!

The Fey Lords:

Each of the following of the fey lords, ladies and strange a-/multi-/pan-sexual honorific beings rules over a fey court of varying size. Their title comparative to other feudal titles is meaningless, by the way. It is more or less impossible for sane humans to understand the geography of the Hedge, so an analysis of borders and neighbors of each Lord's fief is pretty much meaningless, ever-shifting and entirely subjective. The Hedge is kinda like that.

The Raven King:
Spoiler


Lord Portico:
Spoiler


This was a surprising amount of work. I'll do more later. Oh, right, Sunshani Sub-factions. That's next.
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Old 02-26-2012, 11:41 PM   Top  -  End  -  #554
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Ok, the afore-promised Sunshani sub-factions.

Torei - Subjugated underclass. They can't technically be bought and sold, but... In some areas, such as mining, their labors are slowly being replaced by gnome slaves.

Sub-Factions: Torei have little communication beyond word of mouth, most are illiterate, and have almost nothing in the way of coordination.

*Escapees - Some Torei try to make a break north, through Soleh to the Vallheim, or south, over the mountains towards the Dotze Affariata. They sometimes band together into small groups to ease their travels, but this makes them much easier to track.

*Commoners - These are the everyday sleep, eat, work, sleep folks. There's lots of them.

Nobles - I'll include freedmen, servants, bodyguards, etc. here.

Sub-Factions

*The nobles, the Assassin/Bodyguard/Samurai schools, archivists, poets, and various other skilled craftsmen, as well as Torei-hunters, gnome slave traders, overseers, etc.

Monasteries

Sub-factions

The Neutral Folks, who want to stay out of it, the ivory-tower Phoenix, the blood and guts Grey Palm and the "let's just help folks get out" Unending Road.

Really, that's about it. Sunshan is pretty cut-and-dried.
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Old 02-27-2012, 04:08 PM   Top  -  End  -  #555
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First cinqtuple post! Yay!

A couple new Fey Lords, then on to the Dotze Affariata sub-factions. I assume that will be slightly more fertile ground than Sunshan.

Mister Thistledown:
Spoiler


Lady Libriana:
Spoiler
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Old 02-28-2012, 12:30 AM   Top  -  End  -  #556
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Sextuple Post!

Eldest, it would appear that the map has vanished. I believe you were doing the image hosting on that one, do you know what might have happened?

Also, Zap, once we figure out the map thing I'll go into more detail on it so we can look into making a fancy one. Sound good?
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Old 02-28-2012, 10:31 AM   Top  -  End  -  #557
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Sounds just fine! I'm digging the info on these Fey lord, by the way.

One of the only criticisms I have is that it seems like you could benefit from formatting your factions with the[list] tags. If you want to have a few different levels within the tag, just start a new[list] tag inside the original tag.
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Old 02-28-2012, 11:14 AM   Top  -  End  -  #558
Eldest
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I will figure out what happened to the map. It's odd.
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Old 02-28-2012, 06:38 PM   Top  -  End  -  #559
Wyntonian
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Yeah, the subfactions are messy. I'll clean them up for the new thread, once I make one. I have a couple other Fey Lords coming up, too.
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Old 03-01-2012, 12:09 AM   Top  -  End  -  #560
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Calling all co-contributors...

Thanks to Eldest, I stumbled upon this post, and felt that it was cool enough I just had to give it some thought. I'm now pondering how to apply it.

I've already considered doing something like the Hedge with mirrors, inspired by Suzanna Clark's Jonathan Strange and Mr Norrell, in which the first English Magician, the Raven King (Yes, I liked that name enough to steal it), created a series of roads by which he and his followers could travel through mirrors, entering one with the proper spells to go into a giant house sort of thing, with the odd tree growing in it, or a creek running through it, and lots of odd bridges. Think an Escher-style house, where the geometry is odd and the angles all seem wrong. That's sorta similar to the concept above, but it's different and complex enough to warrant an entirely separate post and discussion.

As for the Mythic Geography, I was thinking about something beyond the little Fey-Paths, which a mortal can stumble along for short distances and with great risk.

Y'know that moment when a story just starts writing itself? Yeah, that just happened.

The Fogbound River? The First People didn't just block off the Western Lands. They actually moved them. The Fog is a barrier between the Spirit Realm and the Mortal Lands. The magic of the first people carried their lands away, and the Veil swelled in the fill the gap. Spirits get lost sometimes around the edge of the barrier, so the deep forest seems haunted.

When a person's soul departs, they leave for the Spirit Realm, across the river. They may leave an imprint, a piece of themselves in the hearts and souls of their family and those who share the same values and dreams (A great hunter may be called upon by other hunters, a mother by other mothers), but they, themselves, depart. They may keep an eye on their kids, and be able to give them a hand if they help on their end (A binder using pact magic to contact an ancestral or other spirit), but maintaining a strong connection is something only the most powerful can do alone.

This has been boiling around the edge of my consciousness for a while, thanks to Eldest's link I finally figured it out.
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Old 03-01-2012, 10:11 AM   Top  -  End  -  #561
Zap Dynamic
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I'm a big fan of that post, and that blog in general. My Blackwood setting actually started out as an attempt to apply the concept of Mythic Geography, but it's since grown into something different.

The only potential issue I see is the prevalence of mirrors in your idea. When I hear "jump through a mirror and end up in a wacky house," my mind immediately jumps to Alice in Wonderland, circa 1800s. You'd have to take care to craft the flavor of this element carefully, but if you do it could be a very cool addition.
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Old 03-01-2012, 10:22 AM   Top  -  End  -  #562
Wyntonian
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Yeah, I'll have to watch that. I didn't realize the the "Through the Looking-Glass" reference until afterwards.

What do you think about the new take on the Fogbound River? It used to be just an enchanted wall of fog that kept people from going West to mess with the First People, but I like this more.
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Old 03-01-2012, 10:38 AM   Top  -  End  -  #563
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It seems like it was all set up to be like this from the beginning. A very nice addition!
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Old 03-01-2012, 10:59 AM   Top  -  End  -  #564
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Thanks, Zap. That's about the best compliment I can get on this sort of thing.
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Old 03-01-2012, 11:29 AM   Top  -  End  -  #565
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Default Re: A complete N00bz first try at world-building...

It does seem like it was made that way, and sets them up as near epic or epic spell casters.
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Old 03-01-2012, 12:04 PM   Top  -  End  -  #566
Wyntonian
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Well, yeah, as a whole they kinda were. Remember their council of elders allowing themselves to be slaughtered so their blood could run into the river? That's pretty epic, if not level 20+ Epic.
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Old 03-03-2012, 12:22 AM   Top  -  End  -  #567
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Default Re: A complete N00bz first try at world-building...

*claws her way out of the Abyss* I really need a pager for these sorts of things.

And now to play catch up. Again.
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Old 03-03-2012, 01:31 AM   Top  -  End  -  #568
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Yay, Byzantine! It's great to have you back!
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Old 03-03-2012, 01:44 AM   Top  -  End  -  #569
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Yes~ I've been busy with various things, but the Great Animals legend (re)building is inforce.

As for the vampire thing a page or so ago, I'll admit that I love vampires, but my take is normally that they are magical perversions of a existing sanguinevore race. Said race isn't evil, or even reliant on humanoid blood. They just require protiens from blood that they cannot produce themselves sort of thing.

HEre's a cookie~
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Old 03-03-2012, 11:43 PM   Top  -  End  -  #570
The Reasoner
Pixie in the Playground
 
PaladinGuy
 
Join Date: Apr 2011
Gender: Male
Default Re: A complete N00bz first try at world-building...

Here's some pictures for the various factions as requested by Wyntonian:

Dotze Affariata:
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Sunshan:
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Soleh:
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Generic:
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Ships and Naval Stuff:
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May some in-depth stuff on both the ships/naval warfare and larger-scale land warfare later...
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