OK, if you haven't downloaded the viewer from
http://www.profantasy.com you need to, since it's about that time, boys, girls and herms. We'll be moving into the nitpicking.
Now, we have to provide one of the classic components of writing. And it does translate over to D&D. Conflict.
You have to have multiple levels of conflict.
There's global. That's man against nature, man against self, man against society.
We need to address these points on our little map.
So, I added in five kingdoms.
First thing I did was add the MAJOR rivers. Two of them, each of which fork once. Now, the rivers disappear into the forest. To see them, you simply go to the sheets menu, and hide the forest. That should leave our settlements there, but remove the forest hiding settlements and the river.
Now, we have 5 kingdoms. One is a standard D&D kingdom magic and racially.
BUT, let's do something interesting.
Machevel
Government: Divine Monarchy
Caste System: Yes.
- Royal Family
- Nobility/Upper Clergy
- Merchants/Lesser Clergy
- Military
- Craftsmen
- Yeomen/Freemen/Commoner (In order)
- Slave
- Untouchable
Resources: Iron, copper, tin, hardwood, softwood, peat, fishing, whaling, spices, salt, gems, gold, silver, platinum.
Exports: Spices, salt, cotton clothing, glassworks, hardwood, gems.
Imports: Spices, silk, perfumes, marble
Architecture: Gothic
Mode of Dress: Roman
National Language: Yes, Machevel Common, Royal Machevel.
Age of Kingdom: 450 years
Population: 1,154,000 (est.)
A powerful coastal nation, Machevel is primarily powered through a powerful military that is backed by a robust economy and well tapped resources. The King is a Divine Being (Rank Zero Diety, D&DmG's) as well as his family (Plane touched at least, Half-Celestial at most) and are worshipped by the population as the Son of Pelor (True) and protector of the people.
Now, we'll give it an eclectic bunch of peoples.
Dwarves: There are dwarven settlements, mostly in the northern hills, but there are dwarven enclaves in the larger cities. There are two known dwarven halls in the northern mountains: Shieldember Hall and Deepforge Hall. Both of them are known to have populations numbering in excess of 10,000. (Hmmm, lets not go with Dwarves as a dying race, how about a vibrant, living race, that is clannish and insular out of piety and fear of shaming thier clan with social embarassment. Each dwarf percieves himself as a diplomat for his entire race)
Elves: Many elves live in the cities further inland. The Elves of Machevel appear to be afraid of water, never using ferries and only using the large, heavy, stone bridges. Many of them are outcasts, or disaffected citizens of the Elven nation to the West. The Elves are found in all levels, but secretly are incensed that they cannot become nobility.
Gnomes: Found in the northern hills, the gnomes hold a virtual monopoly on the gem trade, despite attempts of the guilds to break it. Gnomes are friendly, and often seen as rich (No gnomish burrow would allow a gnome to be seen in anything less than finery) debutants and layabouts. Adventuring gnomes are fairly common, often looking for new markets for gems, both cut and raw.
Half-Elves: Half-elves began cropping up roughly 20 years after the nation's founding, and many women claimed rape. These claims led to the abortive Firetree War some 400 years ago. Now, it is fairly common for a half-elf to be born, and there is even a noble family of half-elves (All god touched or half-celestial), but much to regular elves chagrin, they only breed within the noble families.
Half-Orcs: Hailing mostly from northern towns and settlements, half-orcs are uncommon but not rare in the kingdom. With a reputation for brutality and stupidity, half-orcs are barely considered commoners or yeomen, and most often considered untouchable.
Halflings: Merchants and caravan masters, the halfling enclave of Springbrook is nearly a nation unto itself, being overseen by a noble sheriff and having a voice on the council of a King appointed noble.
Human: Humans make up 60% of the racial mix, and are responsible for the founding of the kingdom.
Military
The Kingdom is protected by three different levels of military might. Pelor's Own is the Royal Guard, highly trained and well equipped, this is a combination of archers, knights, heavy infantry, war wizards, and calvary. Pelor's Own answer only to the king. Next is the Legions of Pelor, of which there are 11 legions. These legions are infantry, and are career, often former slaves, criminals, or untouchables, who joined the Legions of Pelor rather than continue with thier lives. Should a slave join the military, and serve for a whole year, he is considered a freeman. Lastly is the Knights of the Sun, which is nothing but calvary. Light and heavy, archer and lance. These are maintained and supplied by the nobility. There are 14 100's of the Knights of the Sun.
Nobility
Spoiled, pampered, and lazy, the nobles only charge is collecting taxes, maintaining defenses, and maintaining local Knights of the Sun. Most nobles have no clue what life is like outside of a guarded and manicured manor, and the majority of thier time is spent trying to figure out how to discredit rivals and just how close thier bloodline is to the King's in case of the King's death.
Currently, the King, Xavier Augustus, has no heirs, and is not married. He is a fairly young 22 years old, and has been on the throne for only 3 years.
Slavery
Slavery is common. Slaves are seen as status symbols: The fancier and more pampered your slaves, the richer and more powerful you are seen as being. Slaves are taken from conquered nations, the last having been Jungula 5 years ago. If a slave can run away for a year and a day, they are free. If a slave can join the military before his master can catch him, and serves an entire year, he is free.
Children born to slaves are considered slaves.