Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
consideration on sapient folk having two distinct base cultures?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 8380250" data-attributes="member: 72555"><p>In my next campaign (tm), there is a split between "people of the road and wall" and "people of the tree and sky" in much of the world.</p><p></p><p>The world is extremely dangerous. These two represent different survival strategies.</p><p></p><p>"Road and Wall" harness of the power of ley lines and nodes to ward settlements and transport routes against the dangers of the world. They hang horseshoes over doors, bury sacrifices in the cornerstone of building foundations, and have periodic shrines along roads you really, really should make offerings at.</p><p></p><p>"Road and Wall" is about using the rules of magic in this world to make a structure that allows relatively puny humanoids to survive. They are "lawful" on the alignment axis; the position of the crown is more important than the king who inhabits it to most.</p><p></p><p>"Tree and Sky" live in more direct symbiosis with local "primal" spirits. They form personal relationships with such spirits, and live in constant negotiation. The waxing and waning powers of their allied spirits lead to them picking up and moving location.</p><p></p><p>"Tree and Sky" isn't about rules, it is about relationships. They are "chaotic" on the alignment axis; the leader who is chief is more important than the position of chief to most.</p><p></p><p>High intensity agriculture is fueled by ley line junctions. So the people of the wall and road build small, walled settlements with intense, magically boosted agriculture surrounding them. Then long, thin connections along somewhat warded paths (the road) to other settlements.</p><p></p><p>Most of the world is occupied by people of the tree and sky, at a far lower density.</p><p></p><p>Now, this is the pattern of "Continent #1". The oceans, and Continent #2 and #3 differ a bit.</p><p></p><p>So, under this, Humans who are people of the "Wall and Road" vs Humans who are people of the "Tree and Sky" are going to be distinct (but non-monolithic) cultures.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8380250, member: 72555"] In my next campaign (tm), there is a split between "people of the road and wall" and "people of the tree and sky" in much of the world. The world is extremely dangerous. These two represent different survival strategies. "Road and Wall" harness of the power of ley lines and nodes to ward settlements and transport routes against the dangers of the world. They hang horseshoes over doors, bury sacrifices in the cornerstone of building foundations, and have periodic shrines along roads you really, really should make offerings at. "Road and Wall" is about using the rules of magic in this world to make a structure that allows relatively puny humanoids to survive. They are "lawful" on the alignment axis; the position of the crown is more important than the king who inhabits it to most. "Tree and Sky" live in more direct symbiosis with local "primal" spirits. They form personal relationships with such spirits, and live in constant negotiation. The waxing and waning powers of their allied spirits lead to them picking up and moving location. "Tree and Sky" isn't about rules, it is about relationships. They are "chaotic" on the alignment axis; the leader who is chief is more important than the position of chief to most. High intensity agriculture is fueled by ley line junctions. So the people of the wall and road build small, walled settlements with intense, magically boosted agriculture surrounding them. Then long, thin connections along somewhat warded paths (the road) to other settlements. Most of the world is occupied by people of the tree and sky, at a far lower density. Now, this is the pattern of "Continent #1". The oceans, and Continent #2 and #3 differ a bit. So, under this, Humans who are people of the "Wall and Road" vs Humans who are people of the "Tree and Sky" are going to be distinct (but non-monolithic) cultures. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
consideration on sapient folk having two distinct base cultures?
Top