Post
by CUnknown » Wed May 14, 2008 12:03 pm
I've been told I should provide some detail about the campaign world. Here goes, a quick blurb:
After years of peace, the old enemies of the Telugu tribe are at it again. The Yakono tribe has been sending raiding parties, and the Berzerkers from the mountains have been seen in increasing numbers. These evil omens can only mean that the Berzerker Wars are coming once again.
And then a longer description of some of the cultures in the world:
Tribes
Telugu - a small forest-dwelling tribe of only one village. They are hunter/gatherers who worship the sun god Yotha. Druidic magic is also present. There are roughly 500 or so Telugu, with maybe 150 of these being warriors. The campaign will start in the Telugu village, so I think that about half of the party should be Telugu.
Yakono - a slightly larger tribe who live in the foothills of the mountains to the northwest of the Telugu. Warlike and vigilant, their primary function has been to protect the other tribes from the Berzerkers who live back in the mountains, yet some years ago tensions between them and the Telugu turned into war. There is a cease fire now, but the two tribes are still not friendly. The Yakono have mastered the art of copper-working, and so they have a slight technological edge over the more primative Telugu. Their magic focuses around the war god "The Nameless One" and also the powers inherent in crystals.
Ianya - a larger, plains-dwelling tribe of several villages. They are mostly agricultural, although they also hunt the buffalo who roam their plains. They are very closely related to the Telugu, and even worship the same god, Yotha.
Harc-tura - another large tribe, they live in the cold northern woods. They are somewhat nomadic, following their game animals. Their magic is relatively weak, as they have no strong religious beliefs or scholarship to speak of. Their culture is spartan and contemplative. They are known to spend lots of time sleeping and meditating. The have developed a martial arts style, partially borrowed from a closely related tribe the Sal'minca, which they have perfected. They are not a particularly martial society, however--their martial art for them is not a method of fighting so much as a method of acheiving enlightenment. As such they only have a very small number of warriors for a tribe of their size.
Sal'minca - the largest of the northern tribes (besides the Berzerkers), they are also the most warlike and least connected to the other tribes. They are primarily hunters (with some gathering) and raiders, they care little for the lives of those not in their tribe. They are closely related to the Harc-tura, but they see them as black sheep--as weaklings and fools. They will respect the bonds of blood between them and try to protect them in times of trouble, if they are not otherwise engaged militarily. The Sal'minca excel in the construction of stone buildings, in addition to their military prowess. Their old Kings are buried in ancient Ziggurats and tombs filled with (by all accounts) much riches. Currently, the Sal'minca are engaged in a war with the Telronian Empire, a war that has been going on (with a greater or lesser intensity) for over fifty years.
The Shattered Shield - An orc tribe known for honor, discipline, and steadfastness (characteristics not normally associated with orcs). Perhaps it's better to say they are not dis-honorable and completely chaotic like most orcs. They have good relations with the Yakono, whom they respect very much. They both worship the same god, The Nameless One, and some cross-species relationships have even been formed. The half-orc offspring from these relationships are pretty much accepted in both societies, strangely enough. Other orc tribes and other human tribes are replused by this idea, though.
Redclaw Orcs - A more typical orc tribe who view the Shattered Shield's relations with humans to be abomination.
Berzerkers - Not much is known about this culture, as no non-Berzerkers are ever allowed near their homes deep in the mountains. It is said that beyond the mountains, there is a green land of plenty where the Berzerkers live amongst the ruins of a vast, ancient empire. All that is known for sure is that once, hundreds of years ago, all the Berzerkers joined together to make a terrifying hoard that nearly eliminated all other tribes in this part of the world.
Sivvonya - the Elves live in the southern forest, and are generally typical Tolkeinesque elves. They are fond of song, wine, and merriment, and they have excellent magical abilities. They are the only tribe able to make weapons and armor of steel, although they don't share this craftsmanship with...um...anyone. They almost never leave their forest, and invite in only a very few humans. This is not to say they don't care about the other tribes, although it may seem so.
Nations
Mesal - Once a tribe like the Telugu (although much more numerous), the Mesalians have settled down and formed a true nation after the last Berzerker War. Their base of operations from that war, in fact, became their capital and it is today a decently-sized city (New Mesalia). Their culture stresses cooperation and unity which were keys to their survival during the last war. However, they have fallen on hard times in the past couple hundred years--New Mesalia was sacked by a tribe from the southern continent Zapoletia, and much of the city was destroyed. Another nation, called Utopia, came to their rescue and helped them rebuild. Utopia still has a strong military and political presense in Mesal. Some would say too strong.
Utopia - A secretive people, the Utopians generally do not allow outsiders to visit their crescent-shaped island off the coast of Mesal. They have a fantastic navy of warships which are made essentially unbeatable due to the Utopian's knowledge of black powder and cannon-making. Their army is also amazingly potent for its size (they are armed with muskets), but by nation standards, Utopia is very small. The Utopians are extremely organized. They have a sophisticated political system, but it's generally recognized that the Church calls most of the shots. They are fanatically monotheistic, and are morally opposed to a number of things: worshipping other gods (blashphemy), worshipping the one true God incorrectly (heresy) or not at all (atheism), magic (witchcraft), non-human races including elves (the Devil's children), and really the list just goes on and on.
The Empire of Telron - The largest and most powerful culture in the world, the Empire of Telron streches all across the continent from the far East. This is the westernmost tip of a huge empire which has been expanding for the past three hundred years. Their armies are numerous, their chariots swift and deadly, and they have been essentially unstoppable until they stepped foot in the Sal'mincan forest and started making trouble. Now, their cavalry and chariots are mostly useless and they are stuck fighting a large and vicious foe they barely knew existed before the war started. Their generals are currently looking for a way out without admitting defeat and without leaving their trade routes open to attack. Telron is the closest thing in this world to a standard D&D kingdom--there is a mage school, a few Churches with Clerics, and so on. Players who don't wish to have their character from a tribe should probably be from Telron.