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Iorliach-

Started by Vecnas Evil Twin, April 18, 2006, 07:42:24 PM

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Vecnas Evil Twin

(Ok developing this world for 1st ed for a variety of reasons, so dont expect a lot of the rules content to be useful unless you use that)

here's what I've got so far

How the Worlds Came to Be:

   In the Beginning, there was only Daruthias, the Crystal Citadel. Through Daruthias wove the river Godsflow, and upon its borders there were mighty dams to keep the Nothing of outside from polluting its tranquil waters. In the Citadel, the gods lived in peace and took their leisure as they would, ruled from the Inner Spire by Him-That-Is, the Creator.

   Then came the War in Heaven, when the Inner Spire was stormed by those gods who coveted the power of Him-That-Is. They could not defeat him, and again and again they were cast down from the Spireâ,¬,,¢s summit by their master. But it came to their heads another route of attack, and they broke the dams of Godsflow to let in Nothing, which Him-That-Is abhorred.

   Unbeknownst to the rebels, the Godsflow was the tool with which Him-That-Is had crafted the Citadel, and he called it by another name, something of which they knew notâ,¬'Potential. Potential came rushing forth from the Citadel, and from it Nothing became Everything.

   Him-That-Is took up his spear from the Fount of Godsflow, the Source of All, and used his power to banish the unrepentant rebels from the citadel. Those who stayed humble were elevated to his equals, but those who hungered for more were made mortal, and stripped of their powers.

Iorliach, and the Origin of Life

   The rebel gods were scattered across the endless scope of Everything, but pockets of them gathered on every world. Some swore revenge, some sought solace in oblivionâ,¬'but some saw their folly, and repented. They offered up the first prayers, and swore fealty to Him-That-Is once more.

   While Him-That-Is knew their sincerity, he could not forgive their crimes. So he spoke unto these fallen, and gifted unto them each a small gift of Potential. Thus did Male and Female form first occur, as the fallen became capable of making new Life.

The Legacy

Millenia have passed since the Fall, and the Fallen are long since dust. However, their legacy continues.

From Ador and Immarea came Man. Man exemplifies Potential in all ways, producing life and art and knowledge from the meanest origins.

From Farast and Ellyri came Shaâ,¬,,¢assta, known as the Elves. Farast and Shaâ,¬,,¢assta gave their descendents a taste of their lost heritage at the cost of fecundity.

From Orreth and Docelia came Grâ,¬,,¢tak, called Dwarves. The Dwarves were not born directly of their parents, but made of stone imbued with the divine.

From those whose names were lost in the ages since, came the beasts of the field, as well as the other races, Orcs, and Halfling, and Gnomes and more.

But from Outside, came the Fallen who would not repent, who stole the essence of Potential from their victims, and made Fiendsâ,¬Â¦

Vecnas Evil Twin

Ancient History

   The Fallen (now called Progenitors), were known for their meticulous records, and even in todayâ,¬,,¢s hectic age, one can find their writings in most libraries. This meant that even the earliest dawning of civilization was scrupulously recorded and notated in the Book of Ages, the definitive historical work of that epoch. It also meant that the foundations of history are as solidâ,¬'if not more solidâ,¬'than what followed. The first year experienced by anyone outside the Crystal Citadel was labeled 1 AF (After Fall), and all years since have followed the numerical pattern, though some years are more readily recognized by their colorful appellationsâ,¬'such as the Year of Blood

   The Progenitors were united. They were of one mind, and never quarreled. However, the same cannot be said of those who followed. As the lessons of the Fall were forgotten, more and more squabbling became common, with the First War breaking out upon the death of the last Progenitor, Farast Elf-father, in what is now known as the Year of Blood.

   The First War lased from the Year of Blood (117AF) to the Year of Empire (563 AF). In the Year of Empire, a treaty was signed by the leaders of the Twelve Nationsâ,¬'the fractious factions produced by the struggle. They put their past where it belongedâ,¬'behind them. They built a new nation, the Empire of Accord, and looked to the future. It was not long in coming.

   The Dark Ones, who in elder days had stolen some of the gift of Him-That-Is to craft their own children, finally returned. Their armies swept across Iorliach with a vengeance, tearing through the battle-weary people. Some despaired of ever seeing the end of bloodshed, some fell so far from hope as to give the True Fallen succorâ,¬'but some resisted.

   These warriors, led by the signatories of the Treaty of Empire, and such heroes as Valinorinon the Dwarflord fought against the fiends. They gave hope to the despairing, a dream to those who would dream it. But even with all the united peoples of Iorliach the cause seemed doomed.

   It was in what seemed to be the final days of the Empire, when the scholar-priest Habren discovered the ultimate weapon. Through meditative ritual and contemplation of the Progenitorâ,¬,,¢s ancient struggle, he drew from within himself the primal spark of Potential that came from the Godsflow. He was interrupted from his reveries by a legion of Demons, seeking to lay his tranquil monastery to waste. He called forth his new knowledge and put it to the test. Not one Demon, not even the mighty Balor general Akâ,¬,,¢shidâ,¬,,¢avarâ,¬,,¢akon, survived the cataclysm.

   This new â,¬Å"magicâ,¬Â spread across the Empire like wildfire, renewing the faith of those who had lost it, and driving back to the would-be conquerors. In 600 AF, twelve years since the inscursion, the world was cleansed at last.

   The Empire of Accord flourished in the new epoch, and Habrenâ,¬,,¢s work was expounded upon, with his two students, Altok and Evelor leading the way after his death. Altok used the power of magic to re-establish the lost faith of Him-That-Is, and to build churches dedicated to the Progenitors. His students became the Empireâ,¬,,¢s clergy. Evelor, less humble, taught the mighty magics of wizardry, and, despite his arrogance, did no less good for the people.


Recent History and Political Overview

   Four centuries ago, the succession of the Empire came into question, and war broke out once again. While it eventually died down, it left the Empire as a distant memory, and established the Thousand Nations we know today. It is now 1584 AF, fifty years since the start of the Third Peace.

   Though the common folk are nigh universally satisfied with peace, many rulers still look to expand their reign. So it is that minor border wars start up now and again, and all wise men guard their backs. The most ambitious realms are Darleth, Auviir, Embrath, and Fradosia. The most mighty of all nations, Ceren, seeks no wars, its ruler being a wise and moderate king. These nations are covered in more depth below.

Religious Overview

   When the Empireâ,¬,,¢s political structure fractured, so did the state religion. Almost all nations follow a different Saint, Progenitor, or Aspect of the divine. This, unsurprisingly, is one of the most heated issues across the board.
 

Xathan

I like so far. I like the whole religious conflict, with all of them worshiping one aspect o of the divine â,¬' Iâ,¬,,¢m using a similar idea in one of my super secret projects (tm). Iâ,¬,,¢d like to see more overall, but here are some questions I have:
1) How does magic function? What role does it have in society, what influences does it have?
2) What gods do the halfings, orcs, etc. worship?
3) What roles to the various classes have?

Iâ,¬,,¢ll give more detailed feedback later. Sorry it's so short, but thatâ,¬,,¢s what I have for now. Good stuff, and keep writing. :D
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
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5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Vecnas Evil Twin

Quote from: Xathan, Last Of The FallenI like so far. I like the whole religious conflict, with all of them worshiping one aspect o of the divine â,¬' Iâ,¬,,¢m using a similar idea in one of my super secret projects (tm). Iâ,¬,,¢d like to see more overall, but here are some questions I have:
1) How does magic function? What role does it have in society, what influences does it have?
2) What gods do the halfings, orcs, etc. worship?
3) What roles to the various classes have?

1) Magic functions by communing with the Principle of Potential, as held in the Godsflow. Wizards learn to tap the waters through study, and Clerics are doled out shares of it as rewards for thier  faith. So Arcane and Divine have the same source, they just tap it differently.
2) Everyone worships an Aspect of Him-That-Is, one of his Loyalists, a patron progenitor or Saint, etc. No racial gods.
3) Well Fighters kill people, Ranger and Druids look after the wild places, Wizards study magic, clerics pray, Paladins crusade, thieves/rogues steal, and bards sing. Pretty basic stuff.

Xathan

Ok, now I'm awake I can ask some intelligent questions, more setting specific.

Is the term "thousand nations" allegorical, or are their literally thousands of nations? I'm assuming the former, as thousands of nations would be impractical, but how many nations are there? How large do they get? How much territoriy do the rule, how do the interact, etc. You name some of the more powerful/larger realms, but what of the smaller ones?

Are nations also racial divides, or are the races spread out among the nations? (So do you have elf kingdom 1, elf kingdom 2, dwarf kingdom 1, etc, or are the races mingled together?)

Were the Demons permanently exterminated, or do they still reside on other planes of existance? If they were permanently exterminated, has any group of outsiders taken up the role of "evil incarnate?"

Those are my questions so far. I'd love to see more information! Happy posting.

-Xathan
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Vecnas Evil Twin

Quote from: Xathan, Last Of The FallenOk, now I'm awake I can ask some intelligent questions, more setting specific.

Is the term "thousand nations" allegorical, or are their literally thousands of nations? I'm assuming the former, as thousands of nations would be impractical, but how many nations are there? How large do they get? How much territoriy do the rule, how do the interact, etc. You name some of the more powerful/larger realms, but what of the smaller ones?

Are nations also racial divides, or are the races spread out among the nations? (So do you have elf kingdom 1, elf kingdom 2, dwarf kingdom 1, etc, or are the races mingled together?)

Were the Demons permanently exterminated, or do they still reside on other planes of existance? If they were permanently exterminated, has any group of outsiders taken up the role of "evil incarnate?"

Those are my questions so far. I'd love to see more information! Happy posting.

-Xathan

The Thousand nations is a highly exaggerated name. Its more like 30-50, and in semi-constant flux. the ones likely to survive more than a couple of years from the start of the campaign will be detailed to a degree propotionally to both the importance of the nation, and my spare time :D

Most nations are multi-racial, although some grudgingly so.

And no, the Demons are still out there, biding their time...

Velox

Xathan won't be the only one commenting on this setting; Rest assured, evil handless-and-eyeless thing, that I'll review this as soon as I get some sleep.

Velox

This is pretty good (I say that in just about every review I make, but rest assured that when I think something sucks I'll tell someone). There is talent, I think. Your creation story is fairly simple and interesting; simple is good, I always support simple.

I really enjoyed the terminology and metaphors. The river that flows through the heavans is potential, and you can tap into that flow to use magic, which I thought was very nice. It will be interesting to see how this world will turn out; having a solid record of history from the creation, something we don't have on Earth.

I like the idea of some of the fallen-from-grace gods creating evil servants and unleashing them upon the world, but I will make a humble suggestion; move away from the standard monstrous manual fiends. It's a little over used, from what I've seen, and the standard demons make me think of "gold and XP" rather than "hell and pain" (could be the result of bad gamemastering... but I digress). Maybe consider other monstrous horrible things.

30-50 fluctuating nations is a cool idea, and I would have fun playing in such a political environment, but I am curious as to why there are so many. America has 50 states, but I really can't think of another country or area of the world that is so shattered, much less shattered and warring. Passports and border patrol has got to be a nightmare in your game ("Which country are you guys working for this week?").

One last thing for this post:
[quote Vecna2]Wizards learn to tap the waters through study, and Clerics are doled out shares of it as rewards for thier faith. So Arcane and Divine have the same source, they just tap it differently.[/quote]
I thought that statement was ingenious, inspirational, moving. I often struggle with the notions of divine and arcane magic, and I've heard of such ideas before, but that was well-put IMO. I may want to borrow such a concept, with your permission, of course.

Write more!