Galethorn
First Post
Theudlund
Ok, now that I'm back from dinner, I'll talk about my in-progress setting, Theudland.
First, think of 9th century western europe. If you can imagine it, you're off to a good start. If not, think of a land of tiny, petty kingdoms ruled by warlords, where war is conducted by a warrior elite in hauberks and conical helms, with tear-shaped kite shields and broad-bladed cutting swords in hand, while most people just stay where they are and keep farming. There, that's--roughly--what 9th century europe was like, ignoring Charlemagne, of course.
Now, imagine a crescent-shaped island-continent that covers about the same amount of space as australia, but only has about half of the surface area because of its shape. It has a lot of mountains, specifically in a large northern region, and on either side of the southern 'horn'. Some are volcanic, others aren't. Compared with anywhere on earth, the climate ranges from alaska/scandanavia-esque in the north to very mediterranean in the south.
Ok, now you know what the Theudlund is like, roughly, in terms of the rough geography and social nature of things.
Though most lands are contested, there are six major 'nations' which tend to be the main movers and shakers in the world. I won't go to the trouble of describing them in detail, but I will name them and give a general theme...
First, there's Adalund, a viking/saxon/frank-inspired northern nation, which puts bravery and cleverness above other ideals. Then there's Vertesia, a byzantine/persian/norman-inspired nation that once held all of Theudland (except Adalund) in the iron grip of its empire. And there's Skyrlund, a non-viking-norse/celt-based farming nation with a strange almost-republic government. Then Holtla, a barely unified nation of wary barbarians in a forest that stretches for league after league. Next is Steorra, a confederation of island-kingdoms founded by seafarers from Adalund. Last is Lokyr, a sort of russian/mongolian/sami-blend of steppe-barbarians who live in the deepest part of the north.
So, there's a variety of cultures, a basic lack of order and civilization most places, and a warrior class of society that fights to decide which king owns what. It's got some common features, but is otherwise not a lot like the standard, high-medieval paradigm that most D&D settings stick to.
Now, what are the races? Human.
What about spellcasters? None.
Any magic at all? Oh yeah! Despite the lack of babble-and-gesticulate-style magic, there's plenty of other stuff. For example, a lot of the potions that hermits make actually do more than simply poison the drinker and make them hallucinate; swords that have graced the hands of kings carry curses and blessings; dead men rise in the wild places of the world, intent on slaying the living; shadows stalk in the night, taking those who wander too far from the fire; the fates smile on the bold. So, it can't be said that there isn't any magic in Theudlund.
What about monsters? Large, vicious cousins of already dangerous earthican (I love that word, even if it isn't real) beasts prowl the forests of Theudlund, not to mention the undead, as well as the distinct possibility that at least a few dragons still live in the world, albeit asleep in cold, mountain lairs. As well, there are things that go bump in the night, but their actual identity is known only to those who have lived through a 'sighting,' and such people are as rare as hen's teeth.
Oh, and what rules system am I going to use, you ask? A combination of Grim Tales and my own variants that I like so well. Included will be the Injury ('save vs. damage') variant for HP from UA (with armor-as-DR turned into armor-as-Fort-save-bonus-vs.-damage), my own new skill system (in progress), and a general simplification of feats, talents, and combat.
So, that's Theudlund...Coming this November to a table near me!
Ok, now that I'm back from dinner, I'll talk about my in-progress setting, Theudland.
First, think of 9th century western europe. If you can imagine it, you're off to a good start. If not, think of a land of tiny, petty kingdoms ruled by warlords, where war is conducted by a warrior elite in hauberks and conical helms, with tear-shaped kite shields and broad-bladed cutting swords in hand, while most people just stay where they are and keep farming. There, that's--roughly--what 9th century europe was like, ignoring Charlemagne, of course.
Now, imagine a crescent-shaped island-continent that covers about the same amount of space as australia, but only has about half of the surface area because of its shape. It has a lot of mountains, specifically in a large northern region, and on either side of the southern 'horn'. Some are volcanic, others aren't. Compared with anywhere on earth, the climate ranges from alaska/scandanavia-esque in the north to very mediterranean in the south.
Ok, now you know what the Theudlund is like, roughly, in terms of the rough geography and social nature of things.
Though most lands are contested, there are six major 'nations' which tend to be the main movers and shakers in the world. I won't go to the trouble of describing them in detail, but I will name them and give a general theme...
First, there's Adalund, a viking/saxon/frank-inspired northern nation, which puts bravery and cleverness above other ideals. Then there's Vertesia, a byzantine/persian/norman-inspired nation that once held all of Theudland (except Adalund) in the iron grip of its empire. And there's Skyrlund, a non-viking-norse/celt-based farming nation with a strange almost-republic government. Then Holtla, a barely unified nation of wary barbarians in a forest that stretches for league after league. Next is Steorra, a confederation of island-kingdoms founded by seafarers from Adalund. Last is Lokyr, a sort of russian/mongolian/sami-blend of steppe-barbarians who live in the deepest part of the north.
So, there's a variety of cultures, a basic lack of order and civilization most places, and a warrior class of society that fights to decide which king owns what. It's got some common features, but is otherwise not a lot like the standard, high-medieval paradigm that most D&D settings stick to.
Now, what are the races? Human.
What about spellcasters? None.
Any magic at all? Oh yeah! Despite the lack of babble-and-gesticulate-style magic, there's plenty of other stuff. For example, a lot of the potions that hermits make actually do more than simply poison the drinker and make them hallucinate; swords that have graced the hands of kings carry curses and blessings; dead men rise in the wild places of the world, intent on slaying the living; shadows stalk in the night, taking those who wander too far from the fire; the fates smile on the bold. So, it can't be said that there isn't any magic in Theudlund.
What about monsters? Large, vicious cousins of already dangerous earthican (I love that word, even if it isn't real) beasts prowl the forests of Theudlund, not to mention the undead, as well as the distinct possibility that at least a few dragons still live in the world, albeit asleep in cold, mountain lairs. As well, there are things that go bump in the night, but their actual identity is known only to those who have lived through a 'sighting,' and such people are as rare as hen's teeth.
Oh, and what rules system am I going to use, you ask? A combination of Grim Tales and my own variants that I like so well. Included will be the Injury ('save vs. damage') variant for HP from UA (with armor-as-DR turned into armor-as-Fort-save-bonus-vs.-damage), my own new skill system (in progress), and a general simplification of feats, talents, and combat.
So, that's Theudlund...Coming this November to a table near me!