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Inspiration from the 'Classic 4 D&D Classes'
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<blockquote data-quote="The_Fan" data-source="post: 4850145" data-attributes="member: 11607"><p>Basing them off of stereotypical ancient cultures, in a 4e "Power source nation":</p><p></p><p>Divine is based off of Egypt, removing the pharoah. It's ruled by a collective of various gods' cults, with the most powerful god's priest as the de facto ruler of the country. The cults have their various rituals and rules, and vie against each other for temporal power by preaching to the faithful and sponsoring public works to display their god's might.</p><p></p><p>the Martial empire is based off of Rome. It's a realm with a strong martial tradition where the leader is not only supposed to be a strong warrior (most of the Caesars were also generals), but also a very adept politician and an inspiring leader. Gladiatorial games display martial strength, orators inspire the people, thieves and assassins skulk in the shadows, and the legions constantly try to expand the influence through conquest.</p><p></p><p>The Arcane nation I see as being vaguely Arabian Nights. Spires and minarets, advanced science and math, studies of the stars and planets. Its arcane colleges are renowned for their learning, and their moral ambiguity. Artificers provide complex workings that aren't seen in the other nations, wizards serve as viziers, bound demons and djinn guard the palaces of warlock-princes.</p><p></p><p>The Primal nation is really a loose confederation of tribes opposed to the others. Vaguely Celtic or possibly Amerindian, this region has a lot of forests and rolling hills, natural features with the manmade structures being menhirs and the like. Ruled by a circle of druids who control the primal spirits of the earth, and defended by beastriding barbarians and wardens. Probably the most mysterious (read: The one I spent the least time thinking about), the other nations slander the barbarians with cannibalism and blood rites, but death is just as much a part of nature as anything...</p><p></p><p>As you can see, my take on this concept is kinda dark.</p></blockquote><p></p>
[QUOTE="The_Fan, post: 4850145, member: 11607"] Basing them off of stereotypical ancient cultures, in a 4e "Power source nation": Divine is based off of Egypt, removing the pharoah. It's ruled by a collective of various gods' cults, with the most powerful god's priest as the de facto ruler of the country. The cults have their various rituals and rules, and vie against each other for temporal power by preaching to the faithful and sponsoring public works to display their god's might. the Martial empire is based off of Rome. It's a realm with a strong martial tradition where the leader is not only supposed to be a strong warrior (most of the Caesars were also generals), but also a very adept politician and an inspiring leader. Gladiatorial games display martial strength, orators inspire the people, thieves and assassins skulk in the shadows, and the legions constantly try to expand the influence through conquest. The Arcane nation I see as being vaguely Arabian Nights. Spires and minarets, advanced science and math, studies of the stars and planets. Its arcane colleges are renowned for their learning, and their moral ambiguity. Artificers provide complex workings that aren't seen in the other nations, wizards serve as viziers, bound demons and djinn guard the palaces of warlock-princes. The Primal nation is really a loose confederation of tribes opposed to the others. Vaguely Celtic or possibly Amerindian, this region has a lot of forests and rolling hills, natural features with the manmade structures being menhirs and the like. Ruled by a circle of druids who control the primal spirits of the earth, and defended by beastriding barbarians and wardens. Probably the most mysterious (read: The one I spent the least time thinking about), the other nations slander the barbarians with cannibalism and blood rites, but death is just as much a part of nature as anything... As you can see, my take on this concept is kinda dark. [/QUOTE]
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