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The Archives => Homebrews (Archived) => Topic started by: Elemental_Elf on November 26, 2008, 06:09:12 PM

Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 26, 2008, 06:09:12 PM
Kamalga and the Murkmire [/size]
 (http://fc03.deviantart.com/fs38/i/2008/331/8/0/Kaspamalga__small_by_Elemental_Elf.png)
 [spoiler=Larger Map] (http://fc77.deviantart.com/fs39/f/2008/331/3/a/New_Kamala__11_26_08_by_Elemental_Elf.png) [/spoiler]

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Primer

The history of Kamalga began with the first Human settlers, who came to the continent over 1000 years ago from the Deep Domain of Rhea. The first humans, often refered to as the Pious, were foreigners in a foreign land; a land where great trees whispered to each other, mighty Orcs roamed the vast jungles and ignoble Trolls dabbled with magic beyond comprehension.

The Pious came to Kamlaga by word of Sant James, Emissary of the Goddess Amala. The Pious wandered the Deep Domains for some 60 years before finding Amala's gift '" the only land on the whole of Kamalga not covered by the Murkmire. It was on this virgin land that the races of men '" masters of steel and war '" crafted a new nation, unlike those that they had left behind.

Unfortunately for the races of Men, the Murkmire forest was (and remains) nigh impossible to clear; farmers would work from dawn till dusk clearing land, only to find a fully grown forest when the morn came. And such was men's plight for two hundred years. And thus, man was restricted to Amala's gift.

From a distant Deep Domain came the forces of Baazra; thousands of hideously grotesque fire creatures spewed forth from five infernal portals. The enemy burned the Murkmire to cinders, and used magic unknown to seal the forest beyond the great ashen walls. The enemy soon turned its eye from forest, to inhabitants and began a systematic extermination of all life.

With their intent obvious, Men and Orc and Troll, made unlikely allies waged a war for survival, a war for life, a war for freedom. After many years of defeat, the unlikely allies discovered a means to shut the infernal portals, thanks in part to Trollish Magic and Human guile. When all five portals had been shut, only the great Azer Horde remained, held up in their great fortress named for their Phoenix God '" Ardora.

And there they sat for three long years, while the unlikely allies laid siege. When finally, the great flaming walls had been extinguished, only horrid sights of beardless Azer, made weak by the siege, welcomed them. The leader of the Azer, held up in the Fortress' inner keep, offered peace, to which the unlikely allies quickly agreed.

With the enemy defeated, the allies soon fractured on racial lines, and went their separate ways. Men forged a new Kingdom in the newly cleared lands of the north; the Trolls wandered back into the forests and to the islands of the south; the Orcs, as with the trolls, retreated into the familiarity of the forest, though their homeland had been sacrificed to close the first Infernal Portal.

The war ended some 9 years ago. Life in the south returned to normal, with Troll, Goblin and Man waging war with Man. In the north a new destiny is being forged, it is hoped that destiny will be less bloody than that of the South. And stuck between lie the Azers of Corcera, trapped in a foreign land'¦

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Explanation of certain things:

This is the setting and discussion thread for the second attempt to codify my setting - Kamalga and the Murkmire. Right now the world is in 'rough draft' mode and I'm looking for real, gritty feed back to make the setting better. Some things to note, this setting is actually an amalgamation of my first 6 one-shot campaigns as well as another setting called Karasend and a second called Hickory. This world is living and breathing as my players have adventured in parts of the world and (hopefully) will continue to do so following a different campaign I am currently running. Many of the important figures are or were PCs at one time or another and many of the place names, especially in Galtara, are named after, for or drew their inspiration from player characters. The world will feel slightly (some would say needlessly) generic. I can't really help that as I was an inexperienced DM in my early years are relied heavily on WotC inspired fluff. Further, this world is intended be my 'fall back' world where I don't need to explain a ton of new concepts to players to 'get them into it.' That's not to say Kamalga is not with out its own unique flavor and fun, I'm just warning you about some of the blatant generalities you may or may not encounter.

At any rate, this is here is what I have for the setting currently written down (trust me there's more up in my head, loads more but everyone needs to start some where). [/size]

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Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 26, 2008, 06:12:17 PM
The Kingdoms, Duchies, Empires and Nations of Kamalga
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'¢   The Kingdom of Galtara is the oldest extant nation on the face of Kamalga, having been founded in -934. Galtara is also the strongest and most well organized of all the nations on Kamalga. It is, however, in a state of decline. Daily it looses land and prestige to the younger, more vibrant nations that surround it. King Margath IV has brought stability to the Kingdom's ever shrinking borders but this is a mere stop gap. The Kingdom is with out allies and confronted with enemies on all sides. Only a string of mighty warrior Kings have prevented the fall of this nation.

'¢   The Duchy of Newland is a rising star of the south. In a period of just 20 years the Kingdom has expanded from a small port town to a regional power. It has taken land away from every nation that borders the Newland Sea, including Brazel's Empire, a feat that has not occurred since the Dragon's arrival some 300 years ago. The Newlandic Navy is the largest in the whole of Kamalga, and the Duchy has used it to further its own ends, especially in forcing commerce with the Acera.

'¢   The Kingdom of Sunhand was founded by 3 aristocratic families who were upset with Galtara's lack of funding and support to counter the growing threat of Dagdam, Empire of the Trolls. The Kingdom officially gained its independence in -304BW however it had been de facto independent for nearly 50 years prior. The Kingdom has experienced a waxing and a waning period, its fortunes tied to the behavior of Dagdam.

'¢   The Republic of Aubidai is the only true Republic in the whole of Kalalga. It is the second oldest nation, having been founded in -867BW. The Republic is ruled by a Chancellor, who is the eldest and most respected member of the Aubidai Senate.  The Republic has lost much of its territory to the expansionist imperialism of Newland. The two have waged 4 wars, each a loss for the Republic. Some say that the Republic is doomed to be subsumed into the Duchy of Newland.

'¢   Khazaki is the beleaguered nation of the Old Elves. The nation once spread all the way north to what is now North Austritaine, Lupica but that was before the Azer invaded. Khazaki is a nation with no cities and no towns, the Old Elves are nomadic.  However, the Acera of Corcera have waged an unsuccessful war to conquer the Khazaks and learn of their ancient magic. Both Sunhand and Galtara wage a war by proxy by supporting the Elves in every way they can, for the nations of Man fear the power of an unchecked Corcera.

'¢   The Duchy of Rifa was founded following the Azer Wars and was to be the splendid new homeland for all Elves whether they were High, Old or Half. The The Duchy has not completely lived up to its lofty ideals, as the Old Elves linger in the Khazaks and Half-Elves are discriminated against. Yet the Duchy has thrived, becoming a beacon of hope for the North.

'¢   The Kingdom of Lupica is one of the youngest nations in Kamalga. It was founded in 10AW, a mere day following the end of the Azer Wars. The Kingdom is more of a military alliance between the 6 Counties, with the King serving a set term and only possessing direct control over the Royal Army. For all intents and purposes the Kingdom is simply 6 independent nations. The strongest of the 6 is Westbridge, blessed with fertile lands and a booming population. The weakest would be Normark, cursed with cold winters, rocky soil and faced with constant threats from the Orcwoods.

'¢   The Kingdom of Corcera is the nation of those Azers left behind when the last Infernal Portal was close shut by the Northern Alliance. The Azer split into two peoples '" Aucers and Corcers. The Aucers believed that since they were trapped, it was better to go out and live in peace with their new neighbors, forge a new destiny. The Corcers believed differently and continued the old ways. In a brief civil war, the Aucers were expelled. Few truly know the internal mechanations of the Empire, other than it is ruled by a Pope-like figure known as the Azersi. The land of Corcera is left fallow, the Corcers preferring to live in underground Keeps.  


Title: Kamlaga and the Murkmire
Post by: Loch Belthadd on November 26, 2008, 06:19:12 PM
What is the murkmire? is it a forest or a swamp of some sort?
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 26, 2008, 06:24:33 PM
Quote from: Gnomish CheetosWhat is the murkmire? is it a forest or a swamp of some sort?

In places the Murkmire is a swamp in others a boreal forest, in others a jungle. For the most part, however, the Murkmire is a bog infested jungle completely inhospitable to the lifeways of Men (at least of this setting). The life that exists in the murkmire would not be out of place in the jungles of South America.
Title: Kamlaga and the Murkmire
Post by: Loch Belthadd on November 26, 2008, 06:25:32 PM
how did people survive before they found the gift?
Title: Kamlaga and the Murkmire
Post by: SilvercatMoonpaw on November 26, 2008, 06:41:32 PM
So the Azer sit between Lapica and pretty much everyone else, barring sea routes.  What aspects of the setting does this effect?
Title: Kamlaga and the Murkmire
Post by: Llum on November 26, 2008, 06:47:14 PM
So far the brief history of the Murkmire and Kamalga seem loosely interwoven.

A few questions concerning the Azers, do the Corcers try and open another infernal portal? Will the infernal forces try and open more portals? Is it even possible?

The map is fantastic, really quite good.  Now do the Orcs even have problems with Lupica? And how come the king of Lupica doesn't stage a coup and install himself as military dictator? He has the means, if hes especially charismatic would a king try and conquer the other five states for his home state?

Who is Brazel? He has one of the largest pieces of land, yet I don't believe he's mentioned. All those isolated bits of land that belong to Galtara, I would imagine they would be swallowed up soon by other countries.

Dagdam and the Orcwoods are part of the Murkmire as far as I can tell. Are their special trees in the murkmire that has unique properties? Something that would be good for building ships?
Title: Kamlaga and the Murkmire
Post by: Nomadic on November 26, 2008, 07:35:25 PM
Very interesting, and yes I too love the map. Question though, how did newland get so powerful so fast? Do they have easy access to fertile land? Is there other rich resources to be found there (metal and wood for example)? Or did they just get lucky?

Also who exactly is Amala, obviously a goddess, but of what? How directly does she interact with her people (we see that she sends word through prophets, but what else)?
Title: Kamlaga and the Murkmire
Post by: Seraph on November 26, 2008, 09:17:34 PM
I get the impression that Amala is the goddess of a monotheistic religion.  Is this the case?  Do the other races have different releigious beliefs that "Pious" men?  It seems the Azer have Ardora as their own deity.  Or are Amala and Ardora part of a larger pantheon?  How does religion play into your world?  Are there holy wars, jihads, crusades?  Does it affect how governments operate?  Does it affect trade?  What is religion founded on?  Do the gods assert their presence or stay out of worldly affairs?  How does this affect piety?
Title: Kamlaga and the Murkmire
Post by: Acrimone on November 26, 2008, 10:18:42 PM
This is just my first impression from the post and the map, but there seems to me to be a problem with Galtara and Sunhand, to wit, that Sunhand now controls Galtara's access to the Castleberry Sea.  Given the penchant of pre-modern civilizations towards taxes and tarrifs, it would seem that if Galtara has any interest in trade with the Eastern parts of Lupica, with the Orcs, the Duchy of Rifa, or really even the Eastern parts of Corcera (though why would they? But while I'm at it, is Corcera an Empire or a Kingdom?) then they pretty much have to kiss Sunhand's ass.

So the Murkmire has recovered from the great burn?
Title: Kamlaga and the Murkmire
Post by: Acrimone on November 26, 2008, 10:24:56 PM
Also -- I really like the notion of proxy wars.  It gives your political set-up instant credibility just to have the concept deployed in an active, interesting way.  It seems dangerous, though, for Sunhand to be doing any of this proxy business, because they actually share a border with the people they are proxy-fighting.  That's possible, but always a dicey proposition.

Question: Do the Azers have any allies at all?  It sounds like maybe Newland might be willing to work with them.  What do the other parties think of this?

I'm just tossing out questions as I think of them.  They aren't meant to be particularly insightful or penetrating, and no doubt you've got answers to most of them already.  Keep up the good work!
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 26, 2008, 10:31:29 PM
First off let me thank all of you for your fast replies! I really appreciate it!

Quote from: SilvercatMoonpawSo the Azer sit between Lapica and pretty much everyone else, barring sea routes.  What aspects of the setting does this effect?

In many ways, the Azers of Corcera segregate the North from the South. The North, being the youngest of all the areas, is thus blessed and cursed. It is blessed because the imperious nature of Men would most likely rip the north a sunder with near constant war. The Azer thus serve as a buffer state. However with good comes the bad. The Azer are not entirely benign, though their efforts have been focused on conquering the Khazaks as of late, a policy that could change. Further, the Azer block much of the sea route between the South and the North (never let your enemies have easy contact, especially when they surround you). The Azer navy tends to focus on small, maneuverable ships that can easily patrol and strike at any incoming vessels. The only nation to be allowed passage around Corcera on the Eastern Coast has been Newland but even then it's only a small number of ships. Another problem is that Sunhand is not a naval super power by any stretch of the term, which further segregates the north along the Castleberry Sea.


Quote from: Gnomish Cheetoshow did people survive before they found the gift?

I shall bridge this question into answering some basic questions you may have concerning Deep Domains. Deep Domains are much like Planes in other settings in that they are massive other worldly places. In my setting, there are 6 Deep Domains, each corresponding to 1 of the 6 Elements (Earth, Fire, Meta, Water, Wind & Wood). Think of each of these as large discs, attached to each of these discs are smaller discs that represent the 5 other elements. Thus each Deep Domain is completely separate from the others, in many ways they're separate universes.

The Humans originated on the inner Domain of Rhea. With Amala's guidence, they were able to travel from Rhea, into Il'Kbar (the central disc of this Deep Domain), wandered around the desert for 50 or so years (trading with the Ogres and Luwan who lived there) until discovering the means to enter Kamalga and finally wading throiugh the Murkmire until they found Amala's Gift (which is just about everything under Corcera).

I hope that answers your question, if not I can elaborate :)
 [spoiler=Oh, I may as well post this. Its an image of the '˜Known' Deep Domain that Kamalga is attached to. Unfortunately the image slightly out of date (so the disc with an '˜A' on it is actually Kamalga). ] (http://fc52.deviantart.com/fs36/f/2008/287/4/a/The_Planes_of_Amala_by_Elemental_Elf.png) [/spoiler]



Quote from: LlumSo far the brief history of the Murkmire and Kamalga seem loosely interwoven.

Well in many ways the Murkmire is an enigma. Its a place of dark mystical energy and is little explored. Humans just didn't travel into the Mire because it was viewed as useless. However, the Eastern portion of the Murkmire, the part now claimed by Corcera, Lupica and Rifa was the most well known. As I stated, the Elves lived there, and oten had human companions. But for the most part the Murkmire is, as I said, an engima - a place of Adventure.

Quote from: LlumA few questions concerning the Azers, do the Corcers try and open another infernal portal? Will the infernal forces try and open more portals? Is it even possible?

The reason they have not opened another infernal portal (because believe you me, if they could they would have already) is that the Azer originate from a different Deep Domain. The only way to travel between the two is when two 'discs' touch each other, which rarely occurs. It is unknown when the next time the discs will touch but it is a constant nagging fear for the non-Azers.


Quote from: LlumThe map is fantastic, really quite good.

Thank you for the comment on the map. Its certainly one of my favorites and I'm glad to hear others like it as well! :)

 
Quote from: LlumNow do the Orcs even have problems with Lupica?

As for the Orcs... yes and no. They certainly don't care for the un-forested land but they do not appreciate the military might of Lupica right next door. Even still, there are greater concerns for the Orcs, in that a large swath of their land was merged with a portion of a Deep Plane. It caused the whole area inside the commingled section to advance in time by 100 years. It is a barren wasteland inhabited by Dinosaurs and Orcs who have lost their way. The Orcs of Kamlaga are desperately searching for a means to either close the commingled area or revert the land to the way it was prior to the accident.

Quote from: LlumAnd how come the king of Lupica doesn't stage a coup and install himself as military dictator? He has the means, if hes especially charismatic would a king try and conquer the other five states for his home state?

Well that has alot to do with the inner politics of Lupica. The King of Lupica is the head of the Royal Army but the royal army is more a large strike force of highly trained men, spread too thinly across the country than a star wars style Grand Army of the Republic. Each Count is allowed to put forward a single person as their choice for the new king (when the old one either dies or is removed from office).

Thus far the 4 Kings have all been the 'champions' of Halcaster (giving Halcaster Counts some prestige amongst the other Counties). The first 2 Kings died in office, the third King went mad shortly after his coronation and ran off into the Orc Woods with a chest full of platinum pieces (a prize many adventurers seek). The Fourth King prefers the pleasures of the flesh to war. Thus the Counties remain relatively independent because none of the Kins have been truly effective in their post.


Quote from: LlumWho is Brazel? He has one of the largest pieces of land, yet I don't believe he's mentioned. All those isolated bits of land that belong to Galtara, I would imagine they would be swallowed up soon by other countries.

That is a lengthy topic that I don't have the time (right now) to bridge. The short of it is this: Brazel is a Black Dragon, cast out of the Draconic Pantheon, native to the inner Domain or Qiansu. As all Dragons who leave the heavens, they are cast down to Il'Kabr (the main inner Domain) in mortal form. He wandered listlessly around the deserts of il'Kabr before discovering a means of entering Kamlaga, some 300 years ago. Brazel discovered the Sarkan Coast, a wild and lightly populated area of Kamalga.

From there he kidnapped several Orcs and mutated them though arcane and draconic magics until he birthed a new creature '" the Goblin. He soon bred an army of Goblins and invaded Galtara. Initially Galtara was in the midst of a civil war, so Brazel's gains were unpresidented. However, once the Galtaran King Margath II realized the threat Brzel posed, he mustered his forces for war. It is said Margath and Brazel dueled one another, with Margath slicing off Brazel's Left arm. Defeated, the dragon retreated to the mountains, plotting his revenge.

Brazel again invaded some 30 years ago, this time with an even larger army and several Golems of the Mithril variety. King Margath IV along with a loyal band of retainers and an the Galtaran Blue Army met Brazel in Atryd. The two armies clashed, with the King and his retainers narrowly defeating the Golems. When faced with such opposition, Brazel again retreated.

It should be noted that it was at this time that one of King Margath IV's retainers, one Marshal Duma, '˜saw the light' and declared himself an Emissary of Amala. Such talk was blasphemy and the King had no choice but to banish Duma (for the King had not the heart to execute him). Marshal Duma then traveled to what came to be known as Marshal City and begat the Duchy of Newland.


Quote from: LlumDagdam and the Orcwoods are part of the Murkmire as far as I can tell. Are their special trees in the murkmire that has unique properties? Something that would be good for building ships?

The Orcwoods and Dogdam are well with in the borders of the Murkmire. Funny you should mention 'special trees' for that is what the Orcs and Trolls worship. Through out the forest there are special spirit trees that are believed to house a portion of the Earth Mother's soul. These trees are ancient, older than any other living thing on Kamalga. These Trees are said to whisper earthly truisms to those that have heart to heed their words.

Beyond those spirit trees, there are many fine trees with which to construct any manner of things, including ships. The Humans or Sunhand are well known to (in the eyes of the Trolls) raid the forest for wood, which is a point of contention between the two nations.

Quote from: NomadicVery interesting, and yes I too love the map.
Thank you!

Quote from: NomadicQuestion though, how did newland get so powerful so fast? Do they have easy access to fertile land? Is there other rich resources to be found there (metal and wood for example)? Or did they just get lucky?
Newland rapidly rose in power because of 3 factors - 1. Marshal Duma is an amazing tactician, one of the brightest minds of his generation. 2. Newland's main island is abundantly fertile and was sparsly populated until Duma arrived. He greatly encouraged immigration and ruled his people with a light touch (and very low taxes). 3. The last 30 years have literally changed the entire face of the world. Galtara, Sunhand and Aubidai have all looked north to counter the invasion of the Azer, all the while Marshal Duma spread out and conquered new lands. By war's end, the entire make up of the Newland Sea had decisively shifted in favor of the Duchy. Further, Newland is a country that does not turn its back on people and nations because of past ills. In fact, Newlandic policy has been about openness, especially with Corcera, with whom Newland hopes to gain a powerful ally, one shadows Newlandic strength.


Quote from: NomadicAlso who exactly is Amala, obviously a goddess, but of what? How directly does she interact with her people (we see that she sends word through prophets, but what else)?

Amala is one of the few deities not bound to a particular 'disc.' Because of this she is no where near as powerful as other 'bound' Gods. She is a Goddess of hope, compassion, love and fraternity. She is also a Goddess of wrath and war, when opposed by tyrants. Her church is led by an Osai, who commands the faithful from Athican City. Her only true creeds are to love thy neighbor, follow secular laws, spread her faith and, most importantly, hold her as the only true Goddess. This last fact is a reason why the faith has trouble penetrating into Orc and Troll cultures, as they are decidedly pantheistic.


EDIT: Cool! New posts! Let me take a breather and I'll head back in to answer the new questions :)
Title: Kamlaga and the Murkmire
Post by: Nomadic on November 26, 2008, 11:14:24 PM
Ok I absolutely love your idea of rotating discs aligning so that you can only enter a plain at a certain time. I might just steal that :P
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 26, 2008, 11:22:13 PM
Quote from: Seraphine_HarmoniumI get the impression that Amala is the goddess of a monotheistic religion.  Is this the case?  Do the other races have different releigious beliefs that "Pious" men?  It seems the Azer have Ardora as their own deity.  Or are Amala and Ardora part of a larger pantheon?  How does religion play into your world?  Are there holy wars, jihads, crusades?  Does it affect how governments operate?  Does it affect trade?  What is religion founded on?  Do the gods assert their presence or stay out of worldly affairs?  How does this affect piety?

This is an interesting and wholly deep series of questions. Amala is a mono-theistic religion. She is a Goddess who wishes for nothing except peace and for all mortals to hear her call and worship her. She is not evil by any stretch but her worshipers do commit heinous acts in her name. Unlike 'bound' Gods, Amala does not possess the power to manifest destructive powers, she can only interfere in the world of Mortals with words and ideas. Holy Wars were wholly uncommon, if not unheard of, in Kamalga prior to the Azer's invasion. Following their invasion, many concepts such as Crusades (especially against the 'unclean Trolls' (as the Sunhandese say) as well as against the Azer (for obvious reasons).

Ardora is part of a different pantheon, a Pantheon bound to Deep Domain of Baraza. The Phoenix God has no power to contact or advice the Azers. However, this is only known to the higher ups in the Corceran government. The Azersi puts out a public image of hearing Ardora's will.

As stated the Trolls and Orcs worship the Earth Mother, who is said to have died in times immemorial to birth the land of Kamalga. Her will is heard through wizened old Trees, who whisper truisms to those that would head their words. They have no concept of a true religion (in the eyes of Man and Azer) however and thusly has no organization beyond local Shamans.

The interesting Pantheon, if you can call it that, would be the Pantheon of Nargosa. nargosa was another Dragon that was banished from the heavens, just as Brazel was. However, where Brazel is wholly evil, Nargosa was wholly Good. He was a champion of the poor, the weak, the down trodden and the voiceless masses. Nargosa had many lovers, many of whom birthed sons, who took up arms and joined their father on his quests. Nargosa was eventually allowed to return to the Heavens, prior to leaving, he bequeethed great power on many of his children in the hopes that they would continue his cause. This Pantheon is referred to as 'Aurixia,' named after the first born child of the Gold Dragon, who single-handedly prevented a second invasion by Brazel. The Champions of Aurixia possess near Divine powers and often meddle in mortal affairs.

Amala is both pleased and upset with Nargoas and his Aurixian Pantheon. On the one hand, Aurxia keeps Brazel in check and helps those that need help. However, many of the people the Aurxians aid worship them as Gods. Amala and Aurxia have a contentious relationship at best. In the South, Aurixia is not much seen but often heard. Coversely, in the North, Aurixia is openly worshiped, especially in Halcaster and South Austritaine (worship of Aurixia is what caused the split between north and south Austritaine).

So to answer your questions, Religion matters. :)

Quote from: AcrimoneThis is just my first impression from the post and the map, but there seems to me to be a problem with Galtara and Sunhand, to wit, that Sunhand now controls Galtara's access to the Castleberry Sea.  Given the penchant of pre-modern civilizations towards taxes and tarrifs, it would seem that if Galtara has any interest in trade with the Eastern parts of Lupica, with the Orcs, the Duchy of Rifa, or really even the Eastern parts of Corcera (though why would they? But while I'm at it, is Corcera an Empire or a Kingdom?) then they pretty much have to kiss Sunhand's ass.


That is the exact reason Galtara fought so hard to keep Sunhand in the fold, as it were. Access to the Castleberry sea, and its bountiful harvest of Castleberries (small cherry like fruit that is rich in flavor and nutrition) is of vital importance to all nations of the south. To loose access was a death throw for Galtara that hastened its decline. Of the Ships that do trade, and Sunhand does trade some (especially with the small number of human slave communities that exist on the coast), only a few are truly tariff-ed on the Corceran side. All Corceran commerce that makes its way to Sunhand (the bulk of which are bluey-purple Castleberries unique to the coasts of Corcera) is heavily tariff-ed, not only to protect local growers but to reap the benefits of a profitable trade.

Much of the Trade with Lupica is cursed in that the underpayed Corceran captains seize it, then load it on to ships bound for Sunhand and harvest the massive profits.

Corcera is an Empire, in that that is the closest approximation of the Azer word in the tongues of Men. A more accurate translation might be 'Land by which the Azersi rules in the name of Ardora and exercises complete secular control to expand the land in his name.'

Quote from: AcrimoneSo the Murkmire has recovered from the great burn?

Since we are only 19 years from the Great Burn, none can say. However, it is hoped that the Murkmire has been charred away for good.


Quote from: AcrimoneAlso -- I really like the notion of proxy wars.  It gives your political set-up instant credibility just to have the concept deployed in an active, interesting way.  It seems dangerous, though, for Sunhand to be doing any of this proxy business, because they actually share a border with the people they are proxy-fighting.  That's possible, but always a dicey proposition.

Its a dangerous & dicey prospect but Sunhand has little else it can do. It can not challenge the might of Corcera alone (hell it can barely contain the Trolls of Dagdam) but the King of Sunhand never the less, feels some sort of sympathy for the Elves and their plight and wishes to support them (and with the hope that the Elves hold Corcera's attention).

Quote from: AcrimoneQuestion: Do the Azers have any allies at all?  It sounds like maybe Newland might be willing to work with them.  What do the other parties think of this?

The Azers are allied, in a sense, with Newland. Both countries are expressionistic and share an mutual enemy in the form of Galtara. The Enemy of My Enemy is My Friend, as the saying goes. That is not to say that the two countries explicitly trust one another, that is hardly the case but never the less their alliance strengthens every day.

Quote from: AcrimoneI'm just tossing out questions as I think of them.  They aren't meant to be particularly insightful or penetrating, and no doubt you've got answers to most of them already.  Keep up the good work!

I love questions, any and all are helpful! Please, ask more of them! They help me to refine my product and thinking so that I can present a quality product to everyone once I create the true Setting Thread :)

Thank you, all of you for your help!
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 26, 2008, 11:24:06 PM
Quote from: NomadicOk I absolutely love your idea of rotating discs aligning so that you can only enter a plain at a certain time. I might just steal that :P

Feel free. If my ideas inspire other people to write about great things then I have accomplished something almost, if not more, meaningful than my own ideas.


EDIT: If any of you want me to look at your settings, please indicate which setting you would like looked at. Baring that, I will simply shoot for the first of your settings in your sig :)
Title: Kamlaga and the Murkmire
Post by: Nomadic on November 26, 2008, 11:49:01 PM
Well you can take a look at the second badge in my sig if you want something to review ;)
Title: Kamlaga and the Murkmire
Post by: Ninja D! on November 27, 2008, 08:35:12 AM
Woot!  I remember asking for more of this quite a while back.  It had a slightly different name then but I still wear the badge from that thread.  Alright, from the top...

Map
This map appears to be expanded from the one that I have already seen.  It is still very nicely done.

Looking at how your map shows what I will guess are different nations as different colors, am I correct in thinking that nationality is very important in this setting?  That is the impression that I get from the map seemingly being more political than physical.

Primer
From the first paragraph, you set a mood.  It tells me that this is still a fairly normal fantasy setting but it isn't just another fantasy setting that will blend in with every other one.  It is a world of its own but not so alien that we need to forget everything we already know about the fantasy genre to understand it.  Maybe I am wrong but maybe not.  I like that idea, though.

In a land mostly covered by forest, invaders from a world of fire make great enemies. They are fantastic but are still a very clear threat.

The Kingdoms, Duchies, Empires and Nations of Kamalga[/u]
Saying that The Kingdom of Galtara is the oldest does mean something to me.  Giving the year it was founded, however, does not.  You have not, thus far, told us what year it is or how years work in this setting.  A short explanation of that could be useful, if you can manage it.

Am I to assume that these are all human nations, unless otherwise noted?

Quotea feat that has not occurred since the Dragon's arrival some 300 years ago.
The The Duchy has not completely lived up to its lofty ideals,[/quote]left behind when the last Infernal Portal was close shut by the Northern Alliance.[/quote]close shut

What has become of the Aucers?
Title: Kamlaga and the Murkmire
Post by: Steerpike on November 27, 2008, 01:24:14 PM
First of all, though I'm echoing those above, gorgeous map and geographic design.  I particularly like the way you set up the southern regions around the Mirror Isles.  Reminds of of Slartibartifest: "I always liked doing the little fiddly fjords... got an award for that."  A few other questions and comments...

[blockquote=Elemental_Elf]The Pious came to Kamlaga by word of Sant James, Emissary of the Goddess Amala. [/blockquote]
Do you mean "Saint" James or is this spelling intentional?

I understand this is going to be a fairly "standard" world in some respects.  What kind of tech level are we talking about?  Strictly medieval?  I get a kind of vaguely Renaissance feel to some of this, like late 16th century, somehow... is that way off?  You've made some allusions to various arcane events - often in conjunction with trolls (an interesting twist, placing lots of arcane power with the "monstrous" race) - but how common is magic going to be?  How is magic viewed by the followers of Amala?  I'm assuming, also, that you're keeping divine and arcane magic, and differentiating them?

Azers are a very underused race, I like their prominence.  They seem a little light on motivation right now, perhaps.  Are they just Evil in the way orcs usually seem to be?  Are they religiously motivated?  Controlled by despotic, megalomaniacal generals?  Why are (were) they so intent on destruction?  I like the later division of the Azer groups, which suggests they're pretty sophisticated and not inherently malevolent beings... so why the initial push for conquest?

I do very much like the Murkmire and want to hear more about it - what created it, sustains it, etc.
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 27, 2008, 02:38:32 PM
Quote from: Ninja D!Map
This map appears to be expanded from the one that I have already seen.  It is still very nicely done.

Looking at how your map shows what I will guess are different nations as different colors, am I correct in thinking that nationality is very important in this setting?  That is the impression that I get from the map seemingly being more political than physical.

Indeed, each nation is a different color. And yes, this is much more of a political map rather than a geographic map, though the major mountain ranges and rivers are all listed :)


Quote from: Ninja D!Primer
From the first paragraph, you set a mood.  It tells me that this is still a fairly normal fantasy setting but it isn't just another fantasy setting that will blend in with every other one.  It is a world of its own but not so alien that we need to forget everything we already know about the fantasy genre to understand it.  Maybe I am wrong but maybe not.  I like that idea, though.

You pretty much hit the nail on the head. Fantasy with a few spices :)


Quote from: Ninja D!The Kingdoms, Duchies, Empires and Nations of Kamalga[/u]
Saying that The Kingdom of Galtara is the oldest does mean something to me.  Giving the year it was founded, however, does not.  You have not, thus far, told us what year it is or how years work in this setting.  A short explanation of that could be useful, if you can manage it.

That's true, I blame myself for not relating all the information right away but, that was the point of this thread (at least from my perspective). It gives me a chance to relate all the ideas I have in my head but never bothered write down.

At any rate, the current year is 19AW. When the Pious finally established themselves, the Goddess Amala foretold of a great disaster that would occur 1000 years from that day. The start date of the calendar was thus set to that date (so the Pious would not forget). Anything prior to that date is refered to as BW (Before War) and has a '-' in front of it; any date following the war has an AW (After War).

Quote from: Ninja D!Am I to assume that these are all human nations, unless otherwise noted?

Basically, yes. I didn't plan it that way but yes, every nation save Brazel's Empire, Corcera & Rifa are dominated by Humans (the land was gifted to them after all).

Quote from: Ninja D!
Quote from: Ninja D!If the navy of the Duchy of Newland is the largest and they are quickly expanding, does that mean that naval conflict is common in this setting?  Is having a large navy important here?  Or are those unrelated, or at least partially unrelated, matters?

In the past navies were never given much credit. Marshal Duma (Duke of Newland) saw the power of Navies and exploited the relative weakness of the surrounding nations. Combo that with the recent Azer Wars and you can see how easy conquest must have been.  

Quote from: Ninja D!Is the Kingdom of Sunhand the front line of humans against trolls?  Do they especially hate trolls there?  Or are they no different from any other human nation, in relation to the trolls?

Sunhand is a racist nation. They despise 'green skins' because so many of its people have been killed by 'green skins.' In fact Sunhand seceded from Galtara because the Galtaran Military put little weight in protecting that area (there was always something more important (Brazel, Aubidai, etc.). There is also quite a bit of bad blood between Dagdam and Sunhand due to the near constant raiding, pillaging and killing. Both sides are at fault and neither appears to be letting up.  

Quote from: Ninja D!How do the people in the Republic of Aubidai feel about their nation shrinking?  How have the people of that nation responded when their land becomes part of Newland instead?  Are there people there that welcome Newland?

Few in Aubidai welcome Newland for Newland worships a false prophet. They do welcome the lower taxes and economic  opportunities Newland offers (Aubidai is dominated by 3 major Guilds that stifle all forms of commerce). However, on the whole the People of Aubidai do not welcome Newland. Aubidains are fiercely patriotic and love their Republic.

Quote from: Ninja D!Your blurb about Khazaki leads me to believe that humans and elves are commonly allies in this setting.  Is that the case?  Also, where were the elves and what were they doing during the war?

The Old Elves of Khazki are an enigma. They fought in the war but never allied with the Humans, Trolls and Orcs. Their goal was to protect and maintain their land. Elves in Kamalga are a weird lot and do not conform to the way Humans want them to (which is odd in a way since all elves are partly Human).

The High Elves that created Rifa were intimately involved in the war but they did not have the population to muster to war that the other races had.

Quote from: Ninja D!
Quote from: Ninja DI like the Kingdom of Lupica already.  The government of it seems to be similar to what I was going for with the government in my own desert fantasy setting.  Having a nation really being little more than an alliance of smaller powers seems to have a lot of potential, at least in my mind.  When you have more about this place, post it. .
Will do!

Quote from: Ninja D
Quoteleft behind when the last Infernal Portal was close shut by the Northern Alliance.

I don't understand the Question'¦

Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 27, 2008, 03:18:25 PM
Quote from: SteerpikeFirst of all, though I'm echoing those above, gorgeous map and geographic design.  I particularly like the way you set up the southern regions around the Mirror Isles.

 Thank you :)

Quote from: SteerpikeDo you mean "Saint" James or is this spelling intentional?

Sant is correct, it means Saint. Back in the day I believe I wanted a word that sounded like Saint but wasn't Saint (too many connotations). I believe I just pilfered the French Word for Saint :)   At any rate the 'Sant' in my world commands respect and religious authority some where between a Catholic Saint and a Muhammad-style Prophet.

Quote from: SteerpikeI understand this is going to be a fairly "standard" world in some respects.  What kind of tech level are we talking about?  Strictly medieval?  I get a kind of vaguely Renaissance feel to some of this, like late 16th century, somehow... is that way off?  You've made some allusions to various arcane events - often in conjunction with trolls (an interesting twist, placing lots of arcane power with the "monstrous" race) - but how common is magic going to be?  How is magic viewed by the followers of Amala?  I'm assuming, also, that you're keeping divine and arcane magic, and differentiating them?

The Tech Level, you wouldn't be amiss in assuming very late renaissance level. Gunpower has not yet been discovered however the Azer do have a gun like weapon that shoots Alchemical Fire.

Magic is not terribly common in that normal people, especially Humans, do not possess the knowledge to utilize it. Humans prefer the Sword and the Book to Spells. In general you will find non-Human races utilize Magic far more than Humans do, save Healing magic (Human's specialty).  I would classify this world as Low-Medium Magic Level. The followers of Amala are indifferent to most forms of Magic, except those that allow one to read anther's thoughts or conjure beasts. Both are seen as dangerous for they open the door to oppression and invasion. Further, Evocation is viewed as distasteful as it allows for whole-sale slaughter with out risking one's life.

Yes Arcane and Divine will be separate, just to keep things simple (when playing).  

Quote from: SteerpikeAzers are a very underused race, I like their prominence.  They seem a little light on motivation right now, perhaps.  Are they just Evil in the way orcs usually seem to be?  Are they religiously motivated?  Controlled by despotic, megalomaniacal generals?  Why are (were) they so intent on destruction?  I like the later division of the Azer groups, which suggests they're pretty sophisticated and not inherently malevolent beings... so why the initial push for conquest?

The Phoenix God is the only God the Azer know and love. He is imperialistic and ruthless. He saw an opportunity to spread his power far out beyond the bounds of his Deep Realm, and with luck he hoped to bind himself to both the 'discs' of Bazara and Kamalga.

The Azer were led by the Azersi and 5 Generals (1 for each Infernal Portal). 2 of the Generals were slain during the Wars, which left 3 Generals and the Azersi to lead their people. 1 of the Generals led the Aucers out into the world, the other 2 stayed loyal to the Azersi. Since then 3 Azers have been promoted to the rank of General and serve on the Azersi's council. Each General commands a large army and controls a single fortress city (2 of which outstrip even Basil in size and grandeur). The Generals do not know that the Azersi can not communicate with the Phoenix God, though they some may suspect. In general the Empire is kept together by a the Azersi's force of personality. Some fear that if the Azersi were to die, or worse be assassinated, then the Empire would crumble and all hopes of a unified Azer nation would die with him.

Quote from: SteerpikeI do very much like the Murkmire and want to hear more about it - what created it, sustains it, etc.

The Murkmire was created when the Earth Mother sacrificed her self to restore the land of Kamalga from a great disaster. Her body served to revitalize the land and caused unprecedented growth. It was at this time that Orcs and Trolls first appeared, each believing themselves to be the a portion of the Earth Mother's soul manifest in sentient form. Greater portions of her soul are believed to dwell in Spirit Trees, which both Orcs and Trolls worship.

The Murkmire itself is a gnarled, ancient, primordial forest. Thousands of species of all manner of life dwell in the uncharted recesses of the Murkmire. There are said to be Flying Crabs the size of houses, miniature freshwater sharks even the mythical Tigerbear and Lyongator are said to inhabit the far reaches of the northern Mire.


Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 29, 2008, 03:59:09 AM
[spoiler=Map of the Inner and Deep Domains] (http://fc00.deviantart.com/fs39/f/2008/334/a/2/Map_of_the_Kamalgan_Domains_by_Elemental_Elf.png)

I updated the map to include Baraza Major and Minor, as well as naming the Satelite Domain of Aergus. I further divided Il'Kabr in 2, adding Ara (the difference being the massive mountainous area (Il'Kabr) and the flat, burning sands area (Ara)). [/spoiler]

I also began a wikispaces site for Kamalga because this area will and in all honesty has become messy. I plan on creating a setting thread once I feel I have enough information up :) If you wish to see the Wiki, here's the LINK :) (http://kamalga-and-the-murkmire.wikispaces.com/) For anyone that's interested, I'm starting my work on detailing the Nations with Aubidai, since its the most isolationist of the nations (thus making it easy to test how I'm going to present the information to you w/o worrying about having to back track and etc.).  Direct Link to Aubidai's page (http://kamalga-and-the-murkmire.wikispaces.com/The+Republic+of+Aubidai)


Also, for those of you that have responded, I will get to your settings tomorrow (turkey day and today weren't the best for detailed posting).

And once again, thank you for all your help guys, I really appreciate it!
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 29, 2008, 06:52:19 PM
The Republic of Aubidai
By Kamalgan standards, Aubidai is an ancient nation. It is a nation of brigands and partisans. Everyone has an opinion about everything, even if they are not learned in the subject! The average Aubidain is a blathering fool who prefers mindless chatter over a mug of ale to anything remotely nearing the realm of substance.
~ Rilas Songcat, Old Travel Book, 3rd ed.


   * General

The Republic of Aubidai is the second oldest nation in the whole of Kamalga having been founded in -867BW. The Republic gained its independence from the Kingdom of Galtara in a bloodless revolution.
The Kingdom was founded on the Republican principles of noted scholar James of Hickory. He foresaw the potential abuses that the unlimited power of a King could cause. He wrote in his book - Power & Kind - that political power should be vested in the people it serves. When Revolutionary fervor swept the nation, Jamian thought rung in the minds of all. Fortunately for the people of Aubidai, Galtara was involved in a war with Dagdam at the time. Fearing a war on 2 fronts, the Galtarans gave the Aubidains their freedom. The Republic was originally intended to be a place of freedoms unbound by the restrictive nature of the Monarchy, Aristocracy and Church that dominated (and still dominate) Galtara. Initially the people's hopes were realized and for 900 years, the Republic has stood.

During the War, the Republic was a minor player, at best. The 3 way war for the Aubland Peninsula had already been in progress prior to the Azer's invasion. The Duchy of Newland, a brazen new player on the scene was waging a war of conquest, the semi-independent Viceroyalty of Burtonshire and the Republic were caught completely unawares. The Newlandic navy was, and remains, second to none and allowed the Newlandic forces to preform insision like incursions into the Republic's territory, destroying the bulk of its western defenses. From that point on, the Republic disengaged and simply left their western holdings, leaving them for the Newlandic wolves.

Since the War's end, Aubidai has forged close ties with the Duchy of Rifa, and has even allowed the High Elves to construct a permanent portal that links Grand Song with Rifasa, floating Capital of Rifa. This has led to a great wellspring of ideas, and military support from Rifa.

   * Life & Society

Prior to the Newlandic & Azer Wars, Aubidai was a peaceful Republic, only waging war defensively. Aubidai was once known as the Elven Republic, since nearly all High Elves resided within it's borders. The People of Aubidai are fiercely patriotic, prone to spontaneous parades through the streets of Grand Song. Yet still, there exists a sharp contrast to those that live with in the Capitals walls and those that live outside. The Capital City is one of the largest in the whole of Kamalga, only recently having been overtaken by Ardora. In fact some have even gone so far as to say Grand Song is in fact 5 separate cities bound by a common wall. 3 of these inner cities are completely owned by the 3 Grand Guilds - the Relinquished, the Spellbinders and the Coin Lords - with the other two inner cities controlled by the Republican government and the finally there is the peasantsfifth. The 3 Grand Guilds hold a monopoly on 3 key products - Alcohol (the Relinquished), Magic (the Spellbinders) and non-alcoholic Trade (the Coin Lords). These 3 guilds dominate the politics of the nation, both foreign and domestic. With in the city's walls the three guilds offer a hefty discount on their products and their services; outside however, the monopolies squeeze the peasants to the point of serfdom.

The rest of the country is very much like that to which the country rebelled for some 900 years ago. Peasants work the land for state appointed governors, giving up to 4/5's of their bounty to those governors, who may use the grain as they see fit. The Republican government allows such abuses because the government officials who oversee such issues have long since been paid off. Some believe it is the Republic's mismanagement of the hinterlands (as it is referred to) that caused the catastrophe that is the Newland conquest. Every day, thousands of refugees make their way to Grand Song, penniless and with out hope. There they make a meager life serving as a laborer for one of the Guilds or worse, they are forced to live in peasantsfifth, a massive subterranean cave system, where the peasants are out of sight and thus out of mind.


   * Power Groups

The Red Swords are the largest political party in the Republic. They have existed since the dawn of the republic and whose leaders were all the aristocrats of the are pre-revolution. The Red Swords have close ties to the Grand Guilds, especially the Coin Lords, and are not afraid of introducing legislation that favors the Guilds, or their own interests. The Swords are well known for giving out holidays to all those with in the city walls and are much belived for their breaddole, which is the only food that sustains the peasants.

The Blue Eagles are the second largest political party and also has close ties to the Grand Guilds, especially the Coin Lords. The Blue Eagles have served as the minority in the Senate since the founding of the Republic. Some speculate that the Blue Eagles were founded simply to make the Red Swords appear more generous, kinder to the plight of the common man. These accusations would not be untrue as looking at the Blue Eagle's record, they serve are much more draconian in their views on peasants and the free breaddole.

The Relinquished is the Grand Guild that possesses a state monopoly on the creation of, sale of, purchase of, import of and export of all alcoholic beverages, The Guild is named Relinquished because in the early days of the Republic, the guild was composed of bards, who would sing for bottles of ale in one town, then sell them off for a profit in another. The Guild is often regarded as the second most powerful of the 3 Guilds (behind the Coin Lords). The Relinquished is the only guild to transcend national boundaries and operate in other countries. The Relinquished, when operating in other countries goes by the trade name of the Ale Bards and owns a large share of breweries and taverns in Sunhand and Galtara. Ale Bards Taverns are well known for their standardized designs and excellent selection of beverages.

The Spellbinders is the Grand Guild that possesses a state monopoly on the creation of, sale of, purchase of, import of and exports of all magical items. The Guild's Hall is located in the Spellbinder section of the capital, and is a gigantic floating pyramid; the construction of which was aided by the Rifans (many of whom are members of the Guild). The Guild is centered at the capital and runs a fairly discreet operation. The Guild disseminates magical items it creates and/or acquires to registered shops, the guild rarely deals directly with the customers. All magical items entering the country, especially the capital, are registered and recorded by the Guild (who stores the information in a massive arcane registry located in the Guild Hall), the owner of the item is given a verification form. Any magical items sold with out the verification form is punishable by a mandatory sentence of 6 years in prison or 3 years of indentured servitude to the Guild.

The Coin Lords is the Grand Guild that possesses a state monopoly on the import of and export of all non-magical, non-alcoholic items. Essentially the Guild owns a monopoly on trade into and out of the country. The Coin Lords are the richest and most powerful Guild in the whole of Aubidai, and perhaps the whole of Kamalga. The Coin Lords ruthlessly guard their monopoly and employ a sizable mercenary army to ensure nothing goes awry. The Guild maintains depots and stores through out the country, as well as in the major port cities of the world. The Coin Lords are infamous across Kamalga for their deceitful, underhanded practices. Many whisper the Coin Lords control the Republic from the shadows but such voices never live long...

   * Religion

The dominant religion of Aubidai is, as with the rest of Kamlaga, the Orthodox Church of Amala. The Church maintains several large cathedrals in Grand Song and hundreds of smaller churches both in and outside the capital. The Aurexian Pantheon is particularly reviled in the Republic, it is seen as an affront to the true Church, and more importantly the Pantheon is a threat to the balance of power (especially in the hinterland).

   * Major Settlements

There is only one true Major settlement in the Republic and that is Grand Song. The city was founded shortly after the revolution, on the sea shore that was said to have inspired James of Hickory's writings. The Capital's population contains nearly a third of the entire population of the Republic, probably more since the recently losses to Newland and the wave of refugees. The city is divided into 5 'inner cities,' one dedicated to each Grand Guild, 1 for the Government and 1 for all the peasants (called Peasantsfifth). Each inner city possesses its own unique charm (such as the gilded trim of the Coin Lords' city, the floating Guild Hall of the Spellbinders' and the excessive number of Taverns in Relinquished's. Peasantsfifth is the saddest of all the sections; blasted into being by the Spellbinder magic, Peasantsfifth is a massive subterranean network of caverns where the peasants and refugees are stuffed into. Out of sight, out of mind is the motto of those in power, at least in private. The peasants and refugees have tried to make the best of it, carving their own homes in the ashen underground, though none would call it a good life. Many businesses and aristocrats ask the government for workers, laborers, what-have-you, to which the government supplies men and women from the Peasantsfifth. In a sense the caverns are a staging ground until one can find work and move out. For some, however, opportunity never comes.
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 30, 2008, 12:40:15 AM
I've realized over the past few days that I am not as experienced, nor as prepared, as I had hoped I was. This setting, as it exists in my head is much larger than just Kamalga and expands out into the inner and Deep Domains. I feel I do not possess the adequate experience to create such a setting.

This is why, effective immediately, this campaign setting will be suspended until such a time when I feel I have such experience.

Thank you to everyone that participated in the discussion thus far and fear not, it shall return.
Title: Kamlaga and the Murkmire
Post by: Llum on November 30, 2008, 12:58:59 AM
How exactly to you plan on getting the experience? Working on a different setting? While that's a perfectly good way to go about it, I would like to ask you why you don't wish to cut your teeth on this setting?

Are you worried you can't do it justice? You can always revise :P
Title: Kamlaga and the Murkmire
Post by: Elemental_Elf on November 30, 2008, 01:18:57 AM
Quote from: LlumHow exactly to you plan on getting the experience? Working on a different setting? While that's a perfectly good way to go about it, I would like to ask you why you don't wish to cut your teeth on this setting?

Are you worried you can't do it justice? You can always revise :P

I do have another setting idea I've been thinking about. Its much, much, much smaller and thus much easier to manage. The biggest reason I don't feel I can do this setting justice is that, like I said, I just don't have the experience required. I have so many ideas for this setting, its difficult to wade though them and concentrate on what needs to be concentrated on. Further, I found it inexcusably difficult to convey what I wanted to convey while answering questions about Kamalga. This is, in part, due to too many ideas, too little time and a glaring lack of experience.

As for going back and revising, that is an option but I fear I would never do it. If I really spent the time to work on this setting, I would have well more pages of information than I would care to revise. I just feel bogged down with this setting because it is, in my head, epic in scope. It involves wondrous travel through the Domains to far off lands that can nary be described nor envisioned.

I suppose it all goes back to the fact that this world, generic and blasé though it may be, is the world I have many great memories in. My players and I have explored much of the world together and I just... I suppose I feel I owe it to them more than myself, to do this world justice, even if they never read anything about it. Call it sentimentality if you want but I can't escape it.