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<blockquote data-quote="On Puget Sound" data-source="post: 5758865" data-attributes="member: 68988"><p>yes, i didn't intend those two or three words to encompass everything in a particular realm, just to indicate direction and flavor. Each realm will have a variety of challenges, events, and notable NPCs/ villains; I'd like each realm to have enough diversity to encompass an entire tier.</p><p></p><p>I think of a realm as similar to a novel. It may have several different villains, plots or challenges, but likely there is one unifying theme. The characters share at least some common heritage or culture, or if there is an "outsider", that is a notable trait in itself. There are recognizable literary tropes that may be honored or subverted, but are there. </p><p></p><p>So, for instance, other traits of the Beastlands might be:</p><p>low metal/ low tech - bows, spears and clubs. If heavy armor is available it is made from the shells or carapaces of creatures, or of shaped wood.</p><p></p><p>inherent bonuses - there will be some magic items, but they are created by spirits and not by mortal casters.</p><p></p><p>strong primal energy - rituals that normally require Religion can be used with Nature skill instead. Many natural features have spirits that can communicate under certain circumstances.</p><p></p><p>xenophobic, inward-looking cultures; tribal conflict but ritualized to a degree. Disputes over hunting grounds may be settled by some sort of contest or challenge rather than all-out war.</p><p></p><p>the lines between sentients, animals and spirits are blurred. A hunting cat companion may be as important as a family member; eating a slain enemy is just common sense for many cultures; an oath to a waterfall's spirit is as binding as an oath to a chief.</p><p></p><p>scary natural hazards - volcanoes, quicksand, sudden storms are part of every adventure</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5758865, member: 68988"] yes, i didn't intend those two or three words to encompass everything in a particular realm, just to indicate direction and flavor. Each realm will have a variety of challenges, events, and notable NPCs/ villains; I'd like each realm to have enough diversity to encompass an entire tier. I think of a realm as similar to a novel. It may have several different villains, plots or challenges, but likely there is one unifying theme. The characters share at least some common heritage or culture, or if there is an "outsider", that is a notable trait in itself. There are recognizable literary tropes that may be honored or subverted, but are there. So, for instance, other traits of the Beastlands might be: low metal/ low tech - bows, spears and clubs. If heavy armor is available it is made from the shells or carapaces of creatures, or of shaped wood. inherent bonuses - there will be some magic items, but they are created by spirits and not by mortal casters. strong primal energy - rituals that normally require Religion can be used with Nature skill instead. Many natural features have spirits that can communicate under certain circumstances. xenophobic, inward-looking cultures; tribal conflict but ritualized to a degree. Disputes over hunting grounds may be settled by some sort of contest or challenge rather than all-out war. the lines between sentients, animals and spirits are blurred. A hunting cat companion may be as important as a family member; eating a slain enemy is just common sense for many cultures; an oath to a waterfall's spirit is as binding as an oath to a chief. scary natural hazards - volcanoes, quicksand, sudden storms are part of every adventure [/QUOTE]
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