Thursday, February 20, 2014

Campaign Notebook: Nations of Antediluvia, Part 1

This post is the first in a series about the various nations that inhabit the world of Antediluvia.  Each is assigned a real world cultural approximate, city and rural vistas (which will provide easy sensory details for players), primary deities, population centers with approximate populations, a rough sketch of the government, monetary system, resources, and known dangers.  This is my attempt to get all of my game information out of the notebook and into a place where it can be kept online for use when I need it.


Real World Cultural Approximate:  Medieval Spain.
City Vistas:  Fishing villages with square wood homes, muddy roads with heavy wagon wheel ruts, rough-looking inns and taverns, salted fish in the markets, friendly people.
Rural Vistas:  Fishing ships off the coast, other Inguristan islands on the horizon, roaming herds of livestock, cold but pastoral landscape, rocky terrain, evergreen trees.
Primary Deity:  Arsago.
Population Centers:  The islands of Inditrul (7,000), Nerari (5,000), Hamigola (2,000), and Tugosi (3,000).  They are named after the original tribes that settled Ingurista.
Government:  Each of the four islands must choose a person from their ranks to represent their interests on the Council of Four.  The Council meets on the island of Inditrul to decide all major issues of trade, infrastructure, and war, and often hear civil complaints.  A unanimous decision must be reached or the item is left undecided until the next meeting, which is typically a monthly affair.
Monetary System:  Many barter livestock and fish, but Ingurista has largely adopted the Karthaginian Standard, and Karthaginian coins are used in day-to-day affairs.
Resources:  Fish, livestock, salt.
Known Dangers:  Rough seas, cold, pirates, tavern brawls, brigands.


Real World Cultural Approximate:  Dark Ages Scandinavia with Medieval Russian overtones.
City Vistas:  Log longhouses, muddy roads, fish in the markets, wonderful woodcarving and wood architecture, friendly but wary people, all citizens are armed.
Rural Vistas:  Cold but beautiful hill-country, evergreen forests, roaming herds of livestock and wild elk, fertile ground for a short farming season, fishing ships off the coast.
Primary Deity:  Soom.
Population Centers:  The cities of Govad (2,000), Kamuj (3,000), and Ogrod (2,500).  The capital city, where the King lives, is Kamuj.
Government:  Rime is a feudal monarchy, led by a king who delegates rulership to his vassals.  Each town or city is governed by one of these vassals, appointed by the king according to his noble station.  Higher ranking nobility typically receive rulership of a larger area.
Monetary System:  Karthaginian Standard, supplemented heavily by barter.
Resources:  Fish, logging, piracy, herds.
Known Dangers:  Pirates, brigands, large wild animals, roving bands of soldiers, cold, ruby goblins along the coast.


Real World Cultural Approximate:  Ancient Tibet.
City Vistas:  Magnificent stone architecture juxtaposed with more utilitarian housing, trees nestled in the midst of the city, rather strange dress and customs compared to surrounding nations, peaceful people but with capable city guards and soldiers.
Rural Vistas:  Cold plains, mostly evergreen brush scattered about, well-cultivated tiered farmland, wandering religious men, roaming herds of antelope and elk.
Primary Deity:  Thoshallo.
Population Centers:  The cities of Uzuldaroum (8,000), Ughatuar (3,500), Datuara (6,000), and Phaustek (2,300).
Government:  A religious class rules over this land, and the dictates of the god Thoshallo, who stresses the union of body and mind, guide their rulership principles.  They govern democratically, each priest receiving an equal say in any matter.
Monetary System:  No coinage is used.  The priests have decided coins have no value.  Only barter is accepted.
Resources:  Grain, stone, precious stones, herds, plant-based drugs.
Known Dangers:  Large wild animals, poisonous plants, occasional incursions of ruby goblins from Rime.

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