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<blockquote data-quote="netnomad" data-source="post: 864348" data-attributes="member: 4784"><p><strong>Cool Ideas!</strong></p><p></p><p>There is some really good stuff here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm not sure if this will help you or not but I figured what the hell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Below is the format that I use to describe my world's nations. I also have differnent format for orgs, clans and tribes.</p><p></p><p>Nation Format</p><p></p><p>[Nation’s Name]: The kingdom’s or country’s designation.</p><p>Population/Races: A breakdown of races that dominate the region.</p><p>Major Traits: Two governing factors that describe the nation’s culture, which provides a bonus to those that are born and raised in its boarders. See the table below for details:</p><p></p><p>Major Traits Table</p><p>Trait - Bonus</p><p>Commercial - Apprise, Bluff or Sense Motive skill receives a +2 circumstance bonus once per day.</p><p>Expansionist - Fort Save, Heal or Survival skill receives a +2 circumstance bonus once per day.</p><p>Industrious - Craft, Knowledge or Profession skill receives a +2 circumstance bonus once per day.</p><p>Magical - Spellcraft receives a +2 circumstance bonus once per day. Can cast Detect Magic or Read Magic once per day.</p><p>Militaristic - Attack bonus or Concentration skill receives a +2 circumstance bonus once per day.</p><p>Religious - Knowledge (Religion) receives a +2 circumstance bonus once per day. Can cast Guidance or Resistance once per day.</p><p>Scientific - Craft (Alchemy), Disable Device or Gather Information receives a +2 circumstance bonus once per day.</p><p></p><p>Government: The structure of the nation’s ruling body and any known public heads of state.</p><p>Major Cities/Towns: A list of the most important cites in the nation.</p><p>Beliefs/Religions: The most prevalent religion fond in the nation.</p><p>Technology: The level of advancement for natively produced items such as armor, equipment and weapons in the nation. The technology options are: Stone Age, Bronze Age, Dark Age, Crusades, Clockwork and Renaissance. (See Chart on pages 12 and 18 in the Arms and Equipment guide)</p><p>Resources: A list of the most common goods and services used for trade.</p><p></p><p>Preferred Classes: A list of classes that receive +1000 starting XP because the nation in question spends time and money to produce them.</p><p>Restricted Classes: A list of classes that receive –1000 starting XP because the nation either actively persecutes the class or that the class is so rare due to cultural conditions.</p><p>Unique Classes: A list of signature classes only found in this Nation.</p><p>Regional Feats: Optional feats that can only be taken at 1st level. See Feats section and FRH for Descriptions.</p><p></p><p>Recent Actions/Conflicts: Actions of note that that nation has engaged in the last 10-20 years.</p><p>Overview: A brief description of the nation.</p></blockquote><p></p>
[QUOTE="netnomad, post: 864348, member: 4784"] [b]Cool Ideas![/b] There is some really good stuff here. :) I'm not sure if this will help you or not but I figured what the hell. :) Below is the format that I use to describe my world's nations. I also have differnent format for orgs, clans and tribes. Nation Format [Nation’s Name]: The kingdom’s or country’s designation. Population/Races: A breakdown of races that dominate the region. Major Traits: Two governing factors that describe the nation’s culture, which provides a bonus to those that are born and raised in its boarders. See the table below for details: Major Traits Table Trait - Bonus Commercial - Apprise, Bluff or Sense Motive skill receives a +2 circumstance bonus once per day. Expansionist - Fort Save, Heal or Survival skill receives a +2 circumstance bonus once per day. Industrious - Craft, Knowledge or Profession skill receives a +2 circumstance bonus once per day. Magical - Spellcraft receives a +2 circumstance bonus once per day. Can cast Detect Magic or Read Magic once per day. Militaristic - Attack bonus or Concentration skill receives a +2 circumstance bonus once per day. Religious - Knowledge (Religion) receives a +2 circumstance bonus once per day. Can cast Guidance or Resistance once per day. Scientific - Craft (Alchemy), Disable Device or Gather Information receives a +2 circumstance bonus once per day. Government: The structure of the nation’s ruling body and any known public heads of state. Major Cities/Towns: A list of the most important cites in the nation. Beliefs/Religions: The most prevalent religion fond in the nation. Technology: The level of advancement for natively produced items such as armor, equipment and weapons in the nation. The technology options are: Stone Age, Bronze Age, Dark Age, Crusades, Clockwork and Renaissance. (See Chart on pages 12 and 18 in the Arms and Equipment guide) Resources: A list of the most common goods and services used for trade. Preferred Classes: A list of classes that receive +1000 starting XP because the nation in question spends time and money to produce them. Restricted Classes: A list of classes that receive –1000 starting XP because the nation either actively persecutes the class or that the class is so rare due to cultural conditions. Unique Classes: A list of signature classes only found in this Nation. Regional Feats: Optional feats that can only be taken at 1st level. See Feats section and FRH for Descriptions. Recent Actions/Conflicts: Actions of note that that nation has engaged in the last 10-20 years. Overview: A brief description of the nation. [/QUOTE]
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