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Post by Deaths on Aug 19, 2017 7:52:08 GMT
So I'm working on a D&D campaign for some friends IRL. I thought it could be fun to outsource it a bit with you guys. I have the overall story planned, but I thought it would be interesting if we all made up factions/characters/ect. The story so far. (You'll notice this is a pretty big game of thrones rip off, but I prefer inspired) -The current year is 1432 - The country of 'Astala' is on the brink of civil war -Astala is led by 6 major families (A-F) who command numerous smaller families. -The Crown (G) is traditionally passed down from Monarch to their eldest child. (Though a monarch can name anyone they want this rarely happens.) -The current king married a daughter from one of the major houses 10 years ago and has two children 1 of them is 8 the other 5. -Every major house has long standing alliances and rivalries with each other. -The minor houses swear oaths of allegiance to their lords, and are permitted to rule over some of the lands owned by the major houses. -Magic is nonexistent though there are items that exist the have magical properties. The way to craft such items is no longer known. These items are extremely rare and expensive. I was thinking anyone can pick an area and work on it, I have a rough outline of the continent but I haven't come up with the nature of the areas yet. I have placed where the Capital city is in G, and the castles of the major families in A-F.
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Post by Raz on Aug 19, 2017 12:26:53 GMT
Is this a full Pangea or is this map just a way of showing the known world as of this time?
Well I got an idea for the area near D. Since you've already established that magic used to exist at some point why not have a section of the land showing the last use of magic? The idea is that this area is the site of a great battle from a time before records. Three armies fought here using such a tremendous and devastating culmination of magical energies that distorted the land around it. This battle was so destructive that it severed the flow of magical energy to this plane of existence. That way the ancient magical items have a valid reason for existing.
What this magic did to the land was show it's chaotic nature. It permanently reversed the seasons for this specific area and increased the severity of them. So in the winter there are blizzards, in the summer there are droughts. Yet in the Spring and Fall the bounty that nature provides in animals and resources is tripled. On top of this due to the cataclysmic nature of this event there would remain pockets of what used to be magic that have since crystallized into inert pockets of diamond material.
That gives a few pros and cons for people to set up shop there while also explains why there was magic and why there's none any longer.
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Post by Shift on Aug 19, 2017 16:55:37 GMT
Well, I've got an idea for C. I've had it for a while now, and I was holding onto it for any futer rps that allow me to take control of of a kingdom. So if that hypothetical rp comes, I'm probably going to use this.
Here's the idea: C is home to a large jungle, filled with exotic animals and plants. In the heart of it lies a kingdom. Buildings are built into the large trees, serving as homes, shops, and watchtowers.The people there were descended from another House, before they rebelled. The land is dangerous to those who are not prepared, and it took many generations before they began to prosper. They did not try to clear the trees, doing so would take forever, rather they adapted to it, building ther kingdom around it.
Their location grants them an excellent defense against intruders, however they must remain careful, for it is dangerous to them as well, leaving them with a smaller population. Outsiders know little of it, resorting to rumors and superstitious stories. The is partially due to the House's spies. These spies are sent out, with two major jobs: spread false rumors, and learn about neighboring Houses. The number of spies is small, but they get the job done.
As for their own defenses, other than the location, they also have an expansive knowledge of poisons. Guards are provided with several concoctions to immobilize, knock out, or cause harm. Immobilizing poisons are used mostly with "unknowns", whose intentions are unclear. They'd then bring them to the kingdom to interrogate, while not allowing them to memorize the exact path to the kingdom.
Well that's all I've got. Feel free to change anything if it goes against lore or is too powerful.
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