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What non-Western campaign settings do you want to play or run in?
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<blockquote data-quote="MNblockhead" data-source="post: 7074334" data-attributes="member: 6796661"><p>For my homebrew campaign I created a large world map and have a number of regions and kingdoms that draw inspiration from real-world civilizations, some are an amalgamation of multiple civilations, others are "what-if" parlor games. </p><p></p><p>The ones that I have that are not derived from Western European civilations include: </p><p></p><p>The Hua Zhao Empire (loosely based on Tang China, with heavy influence from classic Chinese fantasy). Having studies, lived, worked, and married in China, it is easy for me to come up with NPC and place names. Also, I love a lot of the old fairy tales, ghost stories, fox-spirit tales, travelling scholar stories, and dragon stories. It is nice that many players are not as familiar with them, so you can play around with their assumptions. </p><p></p><p>Khakunun Khaganate: Established during the Great Wars when Batu Khan united the nomadic Zorigtoi clans against the Elves. He is also the prophet founder of a monotheist, evangelistic version of traditional shamanistic religions. He preached his vision whereby the Sky God tengri commanded he bring peace to the world by uniting all people and religions. Today the Khaganate has become increasingly intolerant of other religions. It also seeks to strengthen its economy and military by tapping into resources and technology trade with its southern trade routes into Felbulan and the Oghuz Empire. This civilization is based upon the Mongol Empire in the generation after Ghengis Khan, but one that did not become fractured and which established its own successful organized religion that was spread/imposed on the areas it conquered. </p><p></p><p>Oghuz Empire, and amalgamation of turkish and arabic cultures. Seaside city states and desert nomades. Traders, slavers, salt minds, and travelling merchants. </p><p></p><p>Tui Manu'a Empire: an empire of far-flung islands. I lived and studied in Hawaii for years, so it is heavily influenced by Hawaiian culture, but has elements taken from several Polynesian, Malay, and Austronesian cultures. Heavily influenced by the era of King Kamehameha in Hawaii and also Caribbean pirate haven tropes. </p><p></p><p>Yaksha Kingdom: Believed by many to be mythical, created by the Oghuz to justify the high prices they charge for the exotic spices, fabrics, and works of art they claim to have come from this land that is supposedly populated by beast people. There are areas rules by lizardfolk, kobolds, bullywugs, Yuan-ti and other beast folk. The human kindoms are an amalgamation of Harrapan (ancient India) and Mezo-American civilizaitons. </p><p></p><p>Taiyo Kingdom: A mysterious hermit kingdom difficult to reach due to the treacherous, stormy seas that separate it from the mainland. Roughly modeled on Ancient Japan but one place under forced isolation by an Ainu inspired were-bear elementalist culture on one of the islands in the chain.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7074334, member: 6796661"] For my homebrew campaign I created a large world map and have a number of regions and kingdoms that draw inspiration from real-world civilizations, some are an amalgamation of multiple civilations, others are "what-if" parlor games. The ones that I have that are not derived from Western European civilations include: The Hua Zhao Empire (loosely based on Tang China, with heavy influence from classic Chinese fantasy). Having studies, lived, worked, and married in China, it is easy for me to come up with NPC and place names. Also, I love a lot of the old fairy tales, ghost stories, fox-spirit tales, travelling scholar stories, and dragon stories. It is nice that many players are not as familiar with them, so you can play around with their assumptions. Khakunun Khaganate: Established during the Great Wars when Batu Khan united the nomadic Zorigtoi clans against the Elves. He is also the prophet founder of a monotheist, evangelistic version of traditional shamanistic religions. He preached his vision whereby the Sky God tengri commanded he bring peace to the world by uniting all people and religions. Today the Khaganate has become increasingly intolerant of other religions. It also seeks to strengthen its economy and military by tapping into resources and technology trade with its southern trade routes into Felbulan and the Oghuz Empire. This civilization is based upon the Mongol Empire in the generation after Ghengis Khan, but one that did not become fractured and which established its own successful organized religion that was spread/imposed on the areas it conquered. Oghuz Empire, and amalgamation of turkish and arabic cultures. Seaside city states and desert nomades. Traders, slavers, salt minds, and travelling merchants. Tui Manu'a Empire: an empire of far-flung islands. I lived and studied in Hawaii for years, so it is heavily influenced by Hawaiian culture, but has elements taken from several Polynesian, Malay, and Austronesian cultures. Heavily influenced by the era of King Kamehameha in Hawaii and also Caribbean pirate haven tropes. Yaksha Kingdom: Believed by many to be mythical, created by the Oghuz to justify the high prices they charge for the exotic spices, fabrics, and works of art they claim to have come from this land that is supposedly populated by beast people. There are areas rules by lizardfolk, kobolds, bullywugs, Yuan-ti and other beast folk. The human kindoms are an amalgamation of Harrapan (ancient India) and Mezo-American civilizaitons. Taiyo Kingdom: A mysterious hermit kingdom difficult to reach due to the treacherous, stormy seas that separate it from the mainland. Roughly modeled on Ancient Japan but one place under forced isolation by an Ainu inspired were-bear elementalist culture on one of the islands in the chain. [/QUOTE]
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