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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 779091" data-attributes="member: 6533"><p><strong>Re: The state of the world to the east of Cressia....</strong></p><p></p><p></p><p></p><p>I'm game for some initial speculation but determining too much ahead of time risks that people will limit their creativity to that end. If someone comes up with a really cool tactic like the Ta'jinn firebombing from the last session I would hate to have them ignore it in order to have things match the stated goals.</p><p></p><p>That said. I think the Ta'jinn are more like Darius than Alexander. They probably work very hard to allow each culture in their empire to lead its own life as long as it is loyal and to use each culture to do what it does best. The Jinn parts of the empire are thus very different from the provinces of the river. All of the cultures find unity in the very cosmopolitan culture of the councils with their many orders and the representatives of the Khan's court. The table has been surrounded by a vast palace city in which the dignitaries of all of the subject people are present and negotiate the laws and disputes of the land before the judges and beauracrats of the King's table in the palace of quills and petition for aid before the arbiters, generals, and knights of the palace of swords. The priesthood of the Spirit of the Khan/Spirit of the Great Breath maintains order and the Khan's authority.</p><p></p><p>I see the Khannate as being a very stable and prosperous nation barring external conquest or violent and aberrant internal disorder.</p><p></p><p>My only other comments would be that 7th level makes more sense to me in terms of time, but that the sort of adventure and fall out made possible by the repulsion of an extraplanar invasion is only possible if we allow higher levels and powers overall.</p><p></p><p>I've thought about and come around on the cube for the following reason: I want to see what happens to these cultures in the wake of repulsing an invasion of this sort.</p><p></p><p>And I would hypothesize that a heroic age occuring at this time is not simply coincedence. At the end of the conflict the heroic age will end and the various cultures will loose many of the great technologies and lore possessed by the great individuals of this era to return to a simpler time and steadier pace of development, but one that has been forever influenced by the introduction of extraplanar ideas and moments.</p><p></p><p>My suggestion would be that now that the Religion question has been settled we come up with the major high powered groups in some greater detail.</p><p></p><p>A heroic era is a phenomena that is both appropriate and possible in DnD world building and we would be remiss not to explore it. Afterwards the world can return to its basic shape with each culture having undergone some permanent internal changes as a result of the events we will describe.</p><p></p><p>Stempa needs a god or goddess of love, hearth, the family, decency, and protection. Every culture that has a sense of the importance of private life needs one. I would suggest that this deity be a group of deities that exist directly under the fates. This explains why there are many oracles since every city needed both the protection of these gods and the city god. </p><p></p><p>This deity is unequivocally lawful good and gives the Stempans some early access to Paladins as protectors of the Oracles. These in turn then become the first force of the Greater Cressia Confederation. As the Confederation grows the administrative needs become greater and combine with the high magic of the city that creates the Wardens to produce a new tradition of magical learning. Thus add the following to the native class list:</p><p></p><p>Concordance= Wizards and Paladins</p><p></p><p>My final comment would be that Cressia and the Ta'jinn probably share Ranger and Barbarian as favored classes. Cressia had battle ragers some time ago and the Ta'jinn have always had elite scouts.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 779091, member: 6533"] [b]Re: The state of the world to the east of Cressia....[/b] I'm game for some initial speculation but determining too much ahead of time risks that people will limit their creativity to that end. If someone comes up with a really cool tactic like the Ta'jinn firebombing from the last session I would hate to have them ignore it in order to have things match the stated goals. That said. I think the Ta'jinn are more like Darius than Alexander. They probably work very hard to allow each culture in their empire to lead its own life as long as it is loyal and to use each culture to do what it does best. The Jinn parts of the empire are thus very different from the provinces of the river. All of the cultures find unity in the very cosmopolitan culture of the councils with their many orders and the representatives of the Khan's court. The table has been surrounded by a vast palace city in which the dignitaries of all of the subject people are present and negotiate the laws and disputes of the land before the judges and beauracrats of the King's table in the palace of quills and petition for aid before the arbiters, generals, and knights of the palace of swords. The priesthood of the Spirit of the Khan/Spirit of the Great Breath maintains order and the Khan's authority. I see the Khannate as being a very stable and prosperous nation barring external conquest or violent and aberrant internal disorder. My only other comments would be that 7th level makes more sense to me in terms of time, but that the sort of adventure and fall out made possible by the repulsion of an extraplanar invasion is only possible if we allow higher levels and powers overall. I've thought about and come around on the cube for the following reason: I want to see what happens to these cultures in the wake of repulsing an invasion of this sort. And I would hypothesize that a heroic age occuring at this time is not simply coincedence. At the end of the conflict the heroic age will end and the various cultures will loose many of the great technologies and lore possessed by the great individuals of this era to return to a simpler time and steadier pace of development, but one that has been forever influenced by the introduction of extraplanar ideas and moments. My suggestion would be that now that the Religion question has been settled we come up with the major high powered groups in some greater detail. A heroic era is a phenomena that is both appropriate and possible in DnD world building and we would be remiss not to explore it. Afterwards the world can return to its basic shape with each culture having undergone some permanent internal changes as a result of the events we will describe. Stempa needs a god or goddess of love, hearth, the family, decency, and protection. Every culture that has a sense of the importance of private life needs one. I would suggest that this deity be a group of deities that exist directly under the fates. This explains why there are many oracles since every city needed both the protection of these gods and the city god. This deity is unequivocally lawful good and gives the Stempans some early access to Paladins as protectors of the Oracles. These in turn then become the first force of the Greater Cressia Confederation. As the Confederation grows the administrative needs become greater and combine with the high magic of the city that creates the Wardens to produce a new tradition of magical learning. Thus add the following to the native class list: Concordance= Wizards and Paladins My final comment would be that Cressia and the Ta'jinn probably share Ranger and Barbarian as favored classes. Cressia had battle ragers some time ago and the Ta'jinn have always had elite scouts. [/QUOTE]
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