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Kamlaga and the Murkmire

Started by Elemental_Elf, November 26, 2008, 06:09:12 PM

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Nomadic

Well you can take a look at the second badge in my sig if you want something to review ;)

Ninja D!

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?

Steerpike

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.

Elemental_Elf

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'¦


Elemental_Elf

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.



Elemental_Elf

[spoiler=Map of the Inner and Deep Domains]

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 :) 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


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!

Elemental_Elf

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.

Elemental_Elf

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.

Llum

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

Elemental_Elf

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.