s/LaSH
First Post
I think the idea was to have four nations, perhaps in a fragile balance so the winner isn't automatically decided by force of numbers.
I think spell level 5 sounds reasonable, don't you? Although consider that not every spell has been thought of yet. Note that this limits casters to around level 10, so we can't expect higher-level characters than that.
That said, here are my contributions to this scenario:
The Stymphalians are a hill-based people, similar to the ancient Greek city-states they're based on. They live to the North of Cresia, right? We need a quick history for them, and technological capabilities.
Stymphalia is not a political body. The city-states all have their own internal allegiances. They don't think of themselves as Stymphalians, they owe allegiance to one of a half-dozen city-states. What caused these states to spring up? They're relatively new, or Cresia would know about them. Why would a people band together in fortified cities? For protection. From what? Probably a force of invaders.
So, Stymphalia was formed when a rural people who had discovered how to put together kiln-baked bricks came under attack from migrant people from another place (perhaps a tribe from the Horse People?). The armies of the invader were intent on wiping out the Stymphalians and taking their land (because it was warmer than their distant home), but they were able to erect fortresses and see off or assimilate the invaders over a period of generations. These fortresses fought amongst each other, having discovered the joys of military action and having no central authority. Eventually, six states were all that was left, and the population was depleted after constant war.
(Oh, and I think Stymphalia is getting difficult to type. Should we fantasise it a little and call them the Stempa instead?)
Anyway, the Stempa had no problems with fire and were able to develop bronze at the same time as the Jongans. They've had it for a while, and have developed great weapons and personal armour - similar to plate mail, much like certain types of Greek armour. Their natural proclivity to defensive warfare has enabled them to develop both a large system of watchtowers, and tortoise-style formations. They have few agile troops, except for small elite cavalry units.
The Stempa have a scattered religion, pieced together from the local spirits of their ancestors. Each city reveres a different deity, and acknowledges the existance of all six, although they each claim theirs is best. The deities in question? I dunno, I'm running out of time.
Their magic? The Stempa have a number of clerics in each city, and a number of sorcerers. Their mages are best at defensive magic, like Shield, Wall of Stone, that sort of thing. They may also be able to cast Animate Object, as they're consumate builders and workers with tools.
And an interesting concept: Does this nation have to have a male warrior tradition? The females might well have been in charge of the kilns that provided them with the ability to make bricks (thence fortresses). They'd definitely have a different role, don't you think? Maybe not warriors, but there are possibilities...
OK, that's the Stempa dealt with. I think the Horse People are next.
The Horse People are a race of nomadic tribes from further inland. They have spent most of their time running around hunting animals, and recently learned how to ride horses - and even use bows. (They can't really be an established, stirrup-using people in this time period or they'd conquer everyone, very few questions asked.) Their tribes have been growing in the past couple of centuries.
They too are prone to internecine conflict, which promoted the ideals of mobile tribes. Each tribe has its own supply of shamans, but very little in the way of mages; however, a few are born sorcerers, although they have no formal organisation.
Recently, some of the tribes were brought together in an alliance. This happened when one strong tribe fought another tribe after it had been weakened in a battle, and assimilated it without conflict. With its enhanced numbers, the Horde discovered it was able to intimidate other tribes into joining. By no means have they all joined; other tribes just ran away into the endless plains. However, with a dozen tribes of warriors behind him, the leader of the Horde feels he's king of the world.
Having discovered potential conquests who can't run away (Cresia and Stempa), the Khan has set his sights on a new empire. And he has more soldiers than both nations can field between them.
Horse People technology is probably at the level of bronze. In the past, they attempted to invade Stempa and failed, but they came away with smelting techniques. Their magic is limited to shamanistic magic, similar to that of the ancient Cresians, and their sorcerer elites (who probably multiclass with Fighter to form an upper class of warriors who claim divine blood). However, their technology isn't too awesome compared to the Stempa, and their magic isn't too awesome compared to the Cresians.
Their griffins are probably tamed by the upper-class Godbloods.
Finally, there should be one other player. The Exiles seem to be a good idea... a distinct magocracy on an island somewhere to the South. It would have to be a big island, though.
The Exiles are outcasts who like fire and screwing around with nature. They value their independance, and their neutrality. They may trade with one or the other nations from time to time, perhaps just to 'see what happens'.
This opens up the next Big Thing: the biomancers enjoy creating weird new life forms, and from time to time they escape... or are set free out of curiosity. The Exiles drop them off on the mainland and watch with great interest. The griffins are one of theirs.
Interestingly, the Exiles have no priests. They have a few druids who embrace the less harmonious side of nature, but other than that they believe that they are the most important force in the world.
OK, that's set up. The Stempa fought off the Horse People before. The Exiles enjoy poking the mainland with a big stick. The Horse People's Godblood Khan wants new conquests, and thinks that if he moves around Stempa he can conquer Cresia (it's flat, for the most part, and less prone to vast fortifications; nomads don't do well in sieges). The Stempa and Exiles are, for now, on the sidelines.
Does this sound OK? Any more details that need adding?
I think spell level 5 sounds reasonable, don't you? Although consider that not every spell has been thought of yet. Note that this limits casters to around level 10, so we can't expect higher-level characters than that.
That said, here are my contributions to this scenario:
The Stymphalians are a hill-based people, similar to the ancient Greek city-states they're based on. They live to the North of Cresia, right? We need a quick history for them, and technological capabilities.
Stymphalia is not a political body. The city-states all have their own internal allegiances. They don't think of themselves as Stymphalians, they owe allegiance to one of a half-dozen city-states. What caused these states to spring up? They're relatively new, or Cresia would know about them. Why would a people band together in fortified cities? For protection. From what? Probably a force of invaders.
So, Stymphalia was formed when a rural people who had discovered how to put together kiln-baked bricks came under attack from migrant people from another place (perhaps a tribe from the Horse People?). The armies of the invader were intent on wiping out the Stymphalians and taking their land (because it was warmer than their distant home), but they were able to erect fortresses and see off or assimilate the invaders over a period of generations. These fortresses fought amongst each other, having discovered the joys of military action and having no central authority. Eventually, six states were all that was left, and the population was depleted after constant war.
(Oh, and I think Stymphalia is getting difficult to type. Should we fantasise it a little and call them the Stempa instead?)
Anyway, the Stempa had no problems with fire and were able to develop bronze at the same time as the Jongans. They've had it for a while, and have developed great weapons and personal armour - similar to plate mail, much like certain types of Greek armour. Their natural proclivity to defensive warfare has enabled them to develop both a large system of watchtowers, and tortoise-style formations. They have few agile troops, except for small elite cavalry units.
The Stempa have a scattered religion, pieced together from the local spirits of their ancestors. Each city reveres a different deity, and acknowledges the existance of all six, although they each claim theirs is best. The deities in question? I dunno, I'm running out of time.
Their magic? The Stempa have a number of clerics in each city, and a number of sorcerers. Their mages are best at defensive magic, like Shield, Wall of Stone, that sort of thing. They may also be able to cast Animate Object, as they're consumate builders and workers with tools.
And an interesting concept: Does this nation have to have a male warrior tradition? The females might well have been in charge of the kilns that provided them with the ability to make bricks (thence fortresses). They'd definitely have a different role, don't you think? Maybe not warriors, but there are possibilities...
OK, that's the Stempa dealt with. I think the Horse People are next.
The Horse People are a race of nomadic tribes from further inland. They have spent most of their time running around hunting animals, and recently learned how to ride horses - and even use bows. (They can't really be an established, stirrup-using people in this time period or they'd conquer everyone, very few questions asked.) Their tribes have been growing in the past couple of centuries.
They too are prone to internecine conflict, which promoted the ideals of mobile tribes. Each tribe has its own supply of shamans, but very little in the way of mages; however, a few are born sorcerers, although they have no formal organisation.
Recently, some of the tribes were brought together in an alliance. This happened when one strong tribe fought another tribe after it had been weakened in a battle, and assimilated it without conflict. With its enhanced numbers, the Horde discovered it was able to intimidate other tribes into joining. By no means have they all joined; other tribes just ran away into the endless plains. However, with a dozen tribes of warriors behind him, the leader of the Horde feels he's king of the world.
Having discovered potential conquests who can't run away (Cresia and Stempa), the Khan has set his sights on a new empire. And he has more soldiers than both nations can field between them.
Horse People technology is probably at the level of bronze. In the past, they attempted to invade Stempa and failed, but they came away with smelting techniques. Their magic is limited to shamanistic magic, similar to that of the ancient Cresians, and their sorcerer elites (who probably multiclass with Fighter to form an upper class of warriors who claim divine blood). However, their technology isn't too awesome compared to the Stempa, and their magic isn't too awesome compared to the Cresians.
Their griffins are probably tamed by the upper-class Godbloods.
Finally, there should be one other player. The Exiles seem to be a good idea... a distinct magocracy on an island somewhere to the South. It would have to be a big island, though.
The Exiles are outcasts who like fire and screwing around with nature. They value their independance, and their neutrality. They may trade with one or the other nations from time to time, perhaps just to 'see what happens'.
This opens up the next Big Thing: the biomancers enjoy creating weird new life forms, and from time to time they escape... or are set free out of curiosity. The Exiles drop them off on the mainland and watch with great interest. The griffins are one of theirs.
Interestingly, the Exiles have no priests. They have a few druids who embrace the less harmonious side of nature, but other than that they believe that they are the most important force in the world.
OK, that's set up. The Stempa fought off the Horse People before. The Exiles enjoy poking the mainland with a big stick. The Horse People's Godblood Khan wants new conquests, and thinks that if he moves around Stempa he can conquer Cresia (it's flat, for the most part, and less prone to vast fortifications; nomads don't do well in sieges). The Stempa and Exiles are, for now, on the sidelines.
Does this sound OK? Any more details that need adding?