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Level Up (A5E) (+) Project Chronicle: Regions and Concepts


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Steampunkette

Shaper of Worlds
Some interesting Sumerian Fantasy Concept Art. All pretty appropriate for what I'm looking to do (Though I've got no artistic talent, myself)

sumerian_warrior_by_metaphor9_dbg7pg3-fullview.jpg

samat-khovtioonkij-character2.jpg

sumerian_battle_by_metaphor9_dbemvju-fullview.jpg

sumerian_battle__2_by_metaphor9_dbj8xm2-fullview.jpg

after_the_battle_by_metaphor9_dbjht3a-fullview.jpg

anzu_summoning_by_metaphor9_dbh2y1z-fullview.jpg
sumerian_griffin_by_metaphor9_dbemtfm-fullview.jpg

lamassu_by_yigitkoroglu_db294gm-fullview.jpg
enkidu_by_yigitkoroglu_db294ho-fullview.jpg
 
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GuyBoy

Adventurer
Hammurabi’s Laws given your own twist would be interesting.
Shedu (Mesopotamian) and Sphinxes (Egyptian) both have mileage in a whole variety of ways
 

Steampunkette

Shaper of Worlds
I -do- love rule 48...

"If any one owe a debt for a loan, and a storm prostrates the grain, or the harvest fail, or the grain does not grow for lack of water; in that year he need not give his creditor any grain, he washes his debt-tablet in water and pays no rent for this year."
 



Steampunkette

Shaper of Worlds
Once the Heartlands of Musarra were lush and green. While trees and large bushes were rare, the grasslands stretched across the steppes like a green sea waving under the wind. The Horselords and the Tribes would travel across the grass seas trading, raiding, and foraging. Goats and sheep were plentiful, in those days, and meals were heavy with meats and herbs to make the mouth water. But as the Tempest's curse spread, each generation was forced further west by creeping sands that swallowed the grass. By blazing sun from which no relief could be found. Oh, there are still goat-tending tribes upon the steppes. There is still trade.

But you will find no Horselords in these lands, any longer. They have left Musarra, except for the occasional raid, for greener pastures further East and North. Known, now, by the name of only one of their dozen tribes, the Kyrani people are a shadow of what they once were.

But a great and terrible shadow.

-The Chronicler-
 

Steampunkette

Shaper of Worlds
Achelb: Large city which relies primarily on Porters to move goods. Built in a mountain pass at the entry to a great green valley largely worked by slaves rather than citizens. Nearby small town also bears the name Achelb and is, essentially, a portertown, where people rest between trips to and from the city up rocky trails while carrying imports and exports.

Ellenici: Divided citystate scattered across many islands. Lots of tiny communities with a few cities. Most locales with more than a modest Town population consider themselves to be independent Kingdoms with their own rulers. Largely a mystery, but there are bigger cities to the north, where the mainland is. Strangely, they do not realize they are cursed.

Il'sha-ah: Egyptian region. A single major center of commerce along the Cobra river, with several large towns and a small city further south along the river, former capital, perhaps? Several cities in the desert that have succumbed to it, half-buried, with dunes rolling in, still. There are people within the region who actively seek to uncover the ruins in the hopes of learning what mortalkind did to earn the Wrath of the Gods.

Musarra: Sumerian/Babylonian region. Several small towns in the area, one large city and perhaps a small city as a rival for control over the region? Ziggurats and ruined former cities along rocky declines and near tainted oases. Some people travel from Il'sha-ah to study the ruins and try to find the cause of the curses.

I could use a few more regions... maybe a jungle to the East or West?
Expanding on these with the new information we've put together in the past couple days:

Grisia: Herdsfolk in the grasslands in the shadow of the massive Mountains of Qulha, the people of Grisia have lush and ample fields of millet, wetlands near the lake of Ogdai where waterfowl and fish are in ample supply, and are greatly protected by the Grisian Forest that stretches from the expanding desert to the mountains of Neasc.

Imba: In the Northern reaches of the Opal Savannah is Imba, a collection of villages built closely together, each with their own center and family-centric community, which band together in times of need. Largely independent, otherwise, each village sends a representative to a communal council.

Isles of Myr: The peoples of the Myr Isles are similar in many ways, but each hold to their own unique customs. Tattooing in black ink and broad patterns is quite common, as are fishing in small rafts and boats near to shore. While much of what they eat is fish and crab, their diet is not lacking, and their reed homes often ring out with the screams of pigs or the final calls of chicken.

Kyran: Trade Hub city of the Horselords, named after the Kyrani, the largest remaining tribe who use it as their seat of power. Built as a series of expanding rings which all share a point in the Main Square before the Great Hall of the Horselords, which bears the symbols and flags of each of the fifteen tribes.

Neasc: Within the shadows of the Karepathos mountains and beneath the towering Redwood trees, Neasc is home to strange men of deep superstitions. They fear outsiders, greatly, and challenge any who disturb their isolation within the forest. Even those of the various outlying villages are questioned and challenged when they arrive for trade.
 


GuyBoy

Adventurer
Could one, or more, of the minor Kyrani tribes ride something other than horses? Need not be a power-breaker as they will be smaller in numbers. Flightless birds spring to mind, or giant goats for a tribe dwelling nearer mountains?
 

GuyBoy

Adventurer
I always liked the phrase, “spider-haunted” in REH stories. With your mythology, it could be an actual thing in a ruinous city of undead spiders, solifugids etc?
 

Steampunkette

Shaper of Worlds
Could one, or more, of the minor Kyrani tribes ride something other than horses? Need not be a power-breaker as they will be smaller in numbers. Flightless birds spring to mind, or giant goats for a tribe dwelling nearer mountains?
Oh, probably. Different groups will probably ride vastly different animals because of necessity.

Fun note: Horses are 100% American. Only totally not anymore. Horses evolved in America but were getting hunted to extinction, so they took the land-bridge to Asia via Alaska, spread way the heck out, then got reintroduced to America by European Settlers.
I always liked the phrase, “spider-haunted” in REH stories. With your mythology, it could be an actual thing in a ruinous city of undead spiders, solifugids etc?
Yes. Absolutely.
 

Steampunkette

Shaper of Worlds
Representational Magic. Magic where the spell itself, or magic itself, is reflected by the world. Common in things like Wicca or Voodoun traditions, it also has "Old World" traits as well. A couple of movies that made great use of representational magic are Warlock, the 1989 Julian Sands time traveling horror movie, and Conan the Destroyer, the 1984 schlocky cash-in on the success of the original (And best) Conan film.


In this scene Kassandra (Played by Lori Singer) has had her youth stolen by the Warlock through a bracelet he took from her. To get her youth back she must reclaim the bracelet. Simple enough. But she's also now an old woman chasing after a powerful warlock and needs a little magic of her own. Turns out, Cold Iron Nails work wonders when hammered into prints in sand.


The key to defeating Thoth-Amon's mirror-monster eludes Conan at first. But when fighting an evil reflection the best course is to break the mirror it is reflected in.

I love representational magic. And I think it should be a strong conceit within the setting, most likely for Ritual magics, but also things like simple superstitions.
 

GuyBoy

Adventurer
She was exhausted, bleeding, in pain. Teerka staggered back as the revenant thing that had once been Xrione stalked forward, dead eyes fixed on the beaten hunter, clawed hands reaching for her throat. There was nowhere to flee and Teerka’s blade had done little to the horror that her sister had become under the dark wizardry of Jzostaarg.
The necromancer’s foul voice spoke from the dry lips of Teerka’s once-vibrant, once-loving sister, “I give you my gift of death, girl who thought to challenge me!” The talon-like hand neared her neck.
“And I give you the gift of life!”, Teerka screamed, pushing Xrion’s Starsilver ring, engraved with Sarga blooms, onto the revenant finger.
She heard Jzostaarg scream in an agony of suffering as pale blue light infused her sister’s animated corpse, suffusing, immolating with the energy of life.
Her sister crumpled to the floor. Dead, even so, but restored in her essence of beauty, her skin soft, her hair lustrous. Teerka would be able to lay Xrione to rest.
Teerka felt certain that the dark mage had been sorely hurt by the life magic of the ring, and as her tears fell on her sister’s body, she whispered, “ I’m hunting you now, wizard”
 

Steampunkette

Shaper of Worlds
Potential history for Achelb, City of Thieves:

Achelb is known as the City of Thieves, but not for the thieves that live there, yet. No. For Buvalu the Giant-King. Buvalu was born into banditry, a member of a Raider Tribe in antiquity, among the steppes between the two rivers. He was a great giant of a man, bold and strong, wild and free. It is said he stood nine feet if he was an inch, and could tear a man's head from his shoulders with one mighty hand. A trick he performed, once, upon a rival against whom he had no claim or cause. Banished from the tribe, left to be killed by the others that wandered the steppe, he fled to the mountains to the north.

There, it is said, he found the pass to the Green Valley. Where wheat grew as grass, waters pure as diamond flowed, and orchards of fruit trees blossomed in hidden peace. He made his home, there, and told no one of what he found. But Buvalu needed iron. Worked wood. Aid to build his place in the world. So he raided from the mountain. A giant coming down to quash villages and take what he could in violence and death. There were calls for armies to kill him, but there were also those who sought his company.

Ever he would venture out on some errand, quest, or deal, and return victorious. He gained followers. Friends. A company of thieves two hundred strong and more to help defend against the forces who would rise to him... And they returned with him to the Green Valley. And saw it's wonder. The city was founded by those thieves with Buvalu as their king. He named the city after his son, who had perished in battle against Grisians to the East.

And in time Banditry was traded for Taxation. Piracy for Law. Wild nights on open steppes for Order. Buvalu died well fed and fat, surrounded by wives and sons and daughters and friends. And his blood took up the crown for two centuries after that. Now, the bloodline of Buvalu and the Crown are lost to time, and new dynasties have risen and fallen. Achelb still honors it's founder, though, by naming it's ruler the King of Thieves.

-The Chronicler-
 

vincegetorix

Jewel of the North
Magic Item

Crowned cowl of Buvalu
Unique, Magical Headgear
This large linen cowl is toped with a tattered, almost ironically small crown made of copper. No gems nor engraved precious metals adorn the crown. Yet, it is the lost crown of the first dynast-king of Achelb, the mighty thief Buvalu. While coiffed and attuned to the crown, you gain the following benefits:

  • You have Advantage on all History or Investigation checks made to find or identify valuables worth more than 150 gp.
  • You are considered Large sized for the purpose of carrying load.
  • Any retainers of yours can use their special ability one more time per day.*



* I dont recall exactly how retainers work in LU so it could be something like advantage on Moral test or extra starting Loyalty.
 

Steampunkette

Shaper of Worlds
Magic Item

Crowned cowl of Buvalu
Unique, Magical Headgear
This large linen cowl is toped with a tattered, almost ironically small crown made of copper. No gems nor engraved precious metals adorn the crown. Yet, it is the lost crown of the first dynast-king of Achelb, the mighty thief Buvalu. While coiffed and attuned to the crown, you gain the following benefits:

  • You have Advantage on all History or Investigation checks made to find or identify valuables worth more than 150 gp.
  • You are considered Large sized for the purpose of carrying load.
  • Any retainers of yours can use their special ability one more time per day.*



* I dont recall exactly how retainers work in LU so it could be something like advantage on Moral test or extra starting Loyalty.
I'm sold. This is now a canonical magic item.
 


vincegetorix

Jewel of the North
(I'm sorry I cant write like you in English, but I'd like to offer a concept)

'' Set on the invisible lines where the grassy plains meet the ravenous sands east of Il'sha-ah, the Eternal Machine looks over the quickly disappearing fertile lands as mother look at her son being eaten by the Usular Fever. Built in eons past (or eons yet-to-come), the temple made of sandstones and cyclopean stones houses this world most intricate mystery. The innards of this seemingly living construct are made of stony cogs, kept alive by a intricate systems of levers and rotating platforms, as if it was a mad atelier operated by the unnamed ghost for unspeakable motives. The feverish cavalcade of the stone pieces stops not for the presence of any would-be explorers nor any damage can be inflicted upon the rock slabs from outer time.

The few who made it inside and sane enough to recall what happened speak of a maddening light as if the fabric of Time had been ripped from the hands of the Spider and quickly woven into an invisible thread around the wheels and pillars of the temple. Survivors say that in the terrible place, they met their silent image of themselves, both young and frail of of ages, at the same time being birthed to the world and returning to nameless dust in the desert of Time.

Some say the unstopping stone machine might have been built by a now disappeared god whishing to create its own Fate, far from the ceaseless weaving of the Spider. Or maybe it was created by makers eons unphatomable before or even after the gods.
''

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