Kid Charlemagne
I am the Very Model of a Modern Moderator
I have an Arabian Nights-flavored section of my otherwise Western European campaign world, and my PC's could well be going to be going there soon. I could use some help fleshing things out, devising things like country and city names, and all the little cool bits of flavor that make such a place memorable to adventure in. Consider this a brainstorming thread; I don't want to get into big detail on anything, but I'd love lots of ideas, fast and furious.
The area is known collectively as Murkraal. Some background is in order...
Geography: The area is bordered on the north by the Middle Sea, an important trade route between Murkraal and the Empire of Crystalmarch. A ridge of mountains runs from the western to eastern edge like the bottom of a bowl holding the entirety of Murkraal, with south equalling the bottom of the bowl, and north being the top. Three large rivers - think Nile or Tigris/Euphrates - run from the mountains in the south to the Sea in the North. Land is fertile near the rivers, desert away from it.
Nations: There are probably around 7-9 kingdoms (emirates) in the area, one each per major river, a couple on largish islands off the northern coast. Add two or three further inland to the south and there you go. Lots of Shieks, Emirs, bedouins and all of that.
Special Notes: There is very little "magic" in Murkraal, unlike the lands to the far north. Instead, there is a strong tradition of Psionic training. Psions fill the role that Wizards fill in other places, and Psychic Warriors are often knights. Soul Blades make great assassins, as they can get a weapon in anywhere...
Beyond the mountains to the south and west are the "orcish kingdoms" - vast transitory fiefdoms run by orcish warlords using large lizards as mounts; to the east along the coast past the mountains are a vast jungle rumored to be ruled the yuan-ti. These two are Murkraals greatest enemies, sometimes working together.
Other than these things, I don't have too much detailed out. Any help the vast collective intellect of ENWorld would like to dole out would be of great assistance!
The area is known collectively as Murkraal. Some background is in order...
Geography: The area is bordered on the north by the Middle Sea, an important trade route between Murkraal and the Empire of Crystalmarch. A ridge of mountains runs from the western to eastern edge like the bottom of a bowl holding the entirety of Murkraal, with south equalling the bottom of the bowl, and north being the top. Three large rivers - think Nile or Tigris/Euphrates - run from the mountains in the south to the Sea in the North. Land is fertile near the rivers, desert away from it.
Nations: There are probably around 7-9 kingdoms (emirates) in the area, one each per major river, a couple on largish islands off the northern coast. Add two or three further inland to the south and there you go. Lots of Shieks, Emirs, bedouins and all of that.
Special Notes: There is very little "magic" in Murkraal, unlike the lands to the far north. Instead, there is a strong tradition of Psionic training. Psions fill the role that Wizards fill in other places, and Psychic Warriors are often knights. Soul Blades make great assassins, as they can get a weapon in anywhere...
Beyond the mountains to the south and west are the "orcish kingdoms" - vast transitory fiefdoms run by orcish warlords using large lizards as mounts; to the east along the coast past the mountains are a vast jungle rumored to be ruled the yuan-ti. These two are Murkraals greatest enemies, sometimes working together.
Other than these things, I don't have too much detailed out. Any help the vast collective intellect of ENWorld would like to dole out would be of great assistance!