• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

My Fantasy RPG World, Feedback and Ideas appreciated



A new Border Barony

Platinum Peak
Tentative Geographic Assignment:
10

Basic Concept: A geographically isolated platinum mine run by a Tengku cartel.

History: Deep underneath Platinum Peak is the richest and most reliable platinum mine in the world. There is just one problem: food.

Miners have to eat. There is no arable land nearby and there are no life stones underground, and the hunting/foraging situation around Platinum Peak is very limited. The existence of the platinum mine is well known, so the miners and the caravans with the mined platinum attract thieves and brigands. That means the miners need soldiers to guard them. Soldiers need to eat too.

Over the centuries, the ownership of Platinum Peak has changed hands many, many times. Orcs, dwarves, humans, goblins, kobolds, dragons, and at one point a necromancer with skeleton miners have all traded ownership of the Platinum Peak a least once. The average tenure of a group in charge of Platinum Peak is twenty years. The record is fifty-seven years (the dragon). The current owners have controlled Platinum Peak for fifty-five years.

Right now, Platinum Peak is run by a multi-species consortium run by tengku. The Tengku own not only the mine, but they own the nearest farms (which are forty miles away and not the most fertile farms in the borderlands). Humans do most of the farming, kobolds do most of the mining, dwarf mercenaries do most of the guarding, and kalazotz airlift food to the miners and soldiers. When it's time to ship the platinum out, they move in very large caravans with human and dwarf soldiers augmented by kalazotz scouts spotting potential threats from the air.

Government Style: Platinum Peak is run like a modern company town. There are no oaths of fealty or writ of kings. Everything is based on an employer-employee relationship.

Character of the Realm: 16 tons, what do you get? Another day older and deeper in debt...

Religion:
The people of Platinum Peaks are not very religious, but you get a little bit of Hallisan worship because he is the god of mining, Phidas worship because he is the god of commerce, and Mera because she is the goddess of inter species cooperation. Priests and theurgists are paid salaries by the tengku owners like everyone else.

Challenges:
It takes a lot of organization to keep the platinum mine running and make sure everyone involved is paid, protected and supplied. The mine has not been this profitable in centuries. Some of the workers are bitter that the tengku do the least actual work and keep the most money. Some workers are planning a change in management. There are also outside groups plotting to replace the tengku as the overseers in charge.
 
I mused on both my hypothetical novel and the Border Baronies on pages 15 through 17 of this thread.

Now I have had a brain wave. I am planning to set my novel in the Border Baronies where Nilen the simple gnomish cobbler gets shanghaied onto a dangerous adventurer against his will.

I had a brain wave on the future adventures of Nilen the cobbler. There are rough patches that need to be smoothed out to fill plot holes but here is my current story outline.


The setting of my first novel will be the Border Baronies. Nilen the cobbler is going to either live in one of the Border Baronies or he is going to live in Kantoc, Fumaya, or Swynfaredia very close to the Border Baronies.


The villain is a mad wizard or sorcerer wants to use a magic key to unleash the necromantic evil of the Barony of the Dead for powerful undead minions. One, maybe two of the Border Barons working together send a ragtag bunch of adventurers to go stop him. The adventurers don’t know the specifics, just that the mad mage is a bad guy and they need to keep the key away from him.


Because the McGuffin was hidden in a shoe, Nilen the cobbler gets roped into this. The mad mage thinks the gnome is in with his enemies. Because the mage is sending minions to kill Nilen, Nilen is forced to join the ragtag adventurers (who are not especially competent hence why a cobbler can contribute).

Nilen and company play cat and mouse with the mad mage and his minions traveling through three to five fiefdoms in the Border Baronies. I have lots of world building lore but it’s generally a bad idea to put giant info dumps in an adventure novel. Since the Border Baronies are a culturally diverse lot I can showcase a lot of different aspects of my world piece by piece. The most important aspect of Scarterra’s lore is the lore of the Nine. If I give each of the Border Baronies they visit different religious practices that it is a good way to organically introduce new readers to my divine lore.

Once I figure out which Border Baronies would advance my story best, I will rearrange where they are geographically, so they are all in a row. All the Border Baronies are separated by harsh terrain infested with dangerous fantasy creatures, so I can split up the stories in the actual baronies with some wilderness some wilderness adventurers and semi-random monsters for the sections in between. While developing the characters I can throw in hints that Nilen is actually a late bloomer favored soul.

Eventually the rag tag heroes stop running and face the mad mage head on. And huzzah they win. But wait. Shocking twist, the Border Baron that commissioned the adventurers to stop the mad mage didn’t do so for noble reason, he wanted the magic key for himself. He then then releases at least a few of the ancient evil spirits and the good guys have to take down their former boss and the undead monster he unleashed. Turns out Nilen’s power emerging making this victory possible.

Maybe having the hero develop a new power at the end of the story is a little clichéd, but I think if I can make the characterization solid, no one will complain.

The ragtag adventurers forge lifelong friendships. Nilen tries to go back to his quiet life as a cobbler but the Order of Delas wants to recruit him in the epilogue.

Now that Nilen is implied to be in the Order of Delas, this sets up a hook to get him roped into a sequel. Dealing with more shenanigans in the unstable Border Baronies or he could get roped into one of Fumya’s woes or Swynfaredia’s Machiavellian intrigues. I suppose I could rope him into a Kantoc based plot but I have a lot more lore developed for Swynfaredia and Fumaya so probably not, but I can keep Kantoc in reserve if needed.

At the same time, I can end the story here so I don't have to get trapped in number 31 of the fantasy writer's checklist
  1. Did absolutely nothing happen in the previous book you wrote, yet you figure you're still many sequels away from finishing your "story"?
The way my outline has it, it should be the best of both. It's a self contained story with no cliffhangers but there is ample room for sequels if desired.
 
Eventually the rag tag heroes stop running and face the mad mage head on. And huzzah they win. But wait. Shocking twist, the Border Baron that commissioned the adventurers to stop the mad mage didn’t do so for noble reason, he wanted the magic key for himself. He then then releases at least a few of the ancient evil spirits and the good guys have to take down their former boss and the undead monster he unleashed. Turns out Nilen’s power emerging making this victory possible.

imo, I think it'd be better if Nilen's power secretly develops as the novel moves on. Like a power that the reader will know will benefit Nilen greatly, but the characters in the story mostly won't know it. Having some innate power that suddenly appears without the reader's knowledge beforehand can make the resulting victory feel shallow.

And why are the adventurers adventuring? <<<(this question could begin the process of brainstorming characterizations for them imo) I think it'd be pretty kewl if some of them have some mediocre understanding of necromancy, and have some personal reasons for defeating the evil mage. Like lifting them selves out of poverty, or reviving someone close to them. Could add more grayness to the story. And it could be interesting if some of them are generally uneducated about the overarching aspects of the world they're living in.
 
imo, I think it'd be better if Nilen's power secretly develops as the novel moves on. Like a power that the reader will know will benefit Nilen greatly, but the characters in the story mostly won't know it. Having some innate power that suddenly appears without the reader's knowledge beforehand can make the resulting victory feel shallow.

That is a good idea.

A friend suggested having Nilen fix a pair of magical shoes and not realize he did something special. In other words, fixing the physical part of a broken magical item won't fix the magic unless the fixer has magic and use that as a foreshadowing of his budding magic power.

Since I'm thinking of having Nilen become as self-taught Mera theurgist. In most cases the one dot version of theurgist powers are extra-sensory. I could also have use supernatural senses to spot things and not realize he is using special powers. He just thinks he's being perceptive and intuitive.

And why are the adventurers adventuring? <<<(this question could begin the process of brainstorming characterizations for them imo) I think it'd be pretty kewl if some of them have some mediocre understanding of necromancy, and have some personal reasons for defeating the evil mage. Like lifting them selves out of poverty, or reviving someone close to them. Could add more grayness to the story. And it could be interesting if some of them are generally uneducated about the overarching aspects of the world they're living in.

I still haven't fleshed out names, motivations, abilities or other details of Nilen's companions yet. My basic idea is that I'm going to use the Five Man Band as a basis. Nilen is going to be the "heart of the group."

Usually in my fluff pieces on L-O I'm fond of killing beloved characters in gut wrenching ways and my readers seem to enjoy it. My friend points I don't have to do this. Old habits die hard. I'm thinking of having the Leader or the Brain die and Nilen becomes the new Leader or Brain.

At least one character is going to be a Spirit Loa basically because I want to showcase the lore I came up with on that. Spirit Loas have a very temperamental power, sometimes it works and sometimes it doesn't. That is extremely convenient for narrative purposes. And given that they are fighting undead, at some point I can throw in the complication that the team's spirit loa gets possessed by a hostile ghost and his friends have to take him down non-lethally.

I also have a vague plan that Nilen's four companions are going to come in two pairs. The two pairs have worked together for years but they only recently met the other pair and they don't always get along. Half of Nilen's thing is keeping the two halves of his team from killing each other.
 
Ocean Currents

I subscribed to a new Youtube channel called Stoneworks World Building. He has good tips and an entertaining presentation style.

He made a video on figuring out borders for empires and he talked about the benefits of rivers and coastline for travel, communication and unity and I thought "This doesn't work for Scaraqua."

Then I remembered a certain Pixar movie.


An ocean current is similar to a river in a many ways for transportation purposes!

There is one major exception in that it's far easier to go against the current in most rivers than it is to go against an ocean stream so ocean streams would be mostly one way communication but you could still travel just outside a stream and swim the opposite direction. It would be marginally safer than swimming the open ocean because you have a clear land mark to not get lost and assuming you are not an enemy of the powers that be, ocean currents are probably regularly patrolled by soldiers.

If ocean currents are constructed by benevolent gods or artificially constructed by wizards then currents can be created in nearby pairs like a two-lane highway. Even if ocean currents are not paired in this fashion, one-way fast travel is preferable to no fast travel at all.

Outcasts and brigands (are swimming thieves "pirates"?) probably mostly swim far away from major ocean currents.

Rome's power and commerce flowed from their road system. Oshamni's power can stem from controlling ocean currents. When Stoneworks covered artificial borders, he pointed out that borders are nebulous and undefined effectively determined by how well national groups can project powers. This is a good way to set up Oshamni's territorial map when I get around to mapping out Scaraqua. I like the idea of shading the sea with different colors. One color for firm control, another color for limited control, and different colors for rival nations. Oshamni's map would show they have strong power near ocean currents and weak power away from them. Usually. There could be places where they have strong power not directly connected to ocean currents and there could be ocean current hubs controlled by rival powers.

Besides the currents, I'll want to mark biomes. Some parts of Scaraqua are going to be akin to rich pastoral lands and forests while large swaths are going to essentially be deserts.

I planned to make the Scaraquan versions of the Nine different from the Scarterran versions of the Nine as the aquatic deities because whether they admit it or not, the Nine are impacted by their followers and Scarquans have different beliefs, values, and needs than Scarterrans.

So far I have at least a vague idea for what most of the Nine do underwater but I had no real idea for Sea Nami. I'm not even sure if I want Sea Nami to be male or female. In any event, I can now make Sea Nami the god or goddess of ocean currents!

In Scarterra, Nami is the goddess of weather and the goddess of travel so this fits well with her overall portfolio.

Now I just need to figure out if Sea Nami is going to be as chaotic as Land Nami to determine how random or arbitrary Scaraquan sea currents are. Most of the Sea versions of the Nine are slightly less extreme than their Land counterparts so I'm likely to make Sea Nami less chaotic than Land Nami, but I don't have to paint myself into a corner if I don't want to. Before I had my brainwave on Ocean Currents I was contemplating making Sea Nami a little harsher and less benevolent than Land Nami. More Loki trickster and less Coyote trickster.

As mentioned before, even semi-random sea currents going in odd directions is better than no sea currents at all as far as transportation is concerned.

EDIT: Remember how the elemental plane feeds minerals and other goodies into the soil. I suppose the elemental plane is the source of air too, at least some of it. The elemental plane pushing air into the world can create ocean currents in Scaraqua.

Per usual, I'm open to feedback and suggestions on using ocean currents as story tool and/or tool of civilization.
 
Last edited:
Virdilut, aka Scaraquan Green Stuff

a5b13a5f-c451-4b6c-b285-ec15abfaccca.jpg


(Verd-de-loot)

Virdilut is a relatively common natural resource in Scaraqua with many uses. It is the most common building material for both buildings and tools.

It is a combination of caerulut and flavalut which are essentially blue and yellow clay respectively. When the two clays are mixed they will harden in about three days.

Properly treated and honed, Virdilut is roughly as strong and sharp and bronze. Combined with ordinary clay, Viridilut can be shaped into bricks. So basically anything metal or ceramic can be duplicated with Virdilut.

With some relatively simple alchemy hollow Viridilut items have good acoustics. The Scuttlers have developed a means to use Viridilut tubes to bang out their own version of Morse code. Without magic enhancing this, the effective range of is roughly ten miles underwater, but the Oshamni Empire (aka Water Rome) has set up stations at ten mile intervals to write down messages, then rebroadcast them the next ten miles.

It's too expensive to set this up everywhere but the major cities are linked in this matter.




A few eccentric Scarterrans like to collect Virdilut items for the novelty of owning something from the sea, but on the whole Virdilutis inferior to building materials available on land. Even Scaraquans prefer to use other materials when they can, it's just that Virdilut is so readily available to them, it's very ubiquitous.

Besides the novelty, the one thing Virdilut is good for surface dwellers is that it's a good base material for accepting enchantments related tow water breathing.
 
Last edited:
So... much... new... material! :eek::eek::D:D I will take this in chunks.

First, heraldry! One of my favorite things.

Let's talk heraldry and standards

Rome was big on eagle motiffs. I don't know what a good eagle equivalent for Water Rome would be. At the moment I'm thinking to use a sting ray.

122474108-roman-eagle-symbol-of-roman-empire.jpg


Sting rays are fairly formidable sea creatures and sting rays do not have a direct association with any of the Nine. I also don't have a sentient sting ray creature yet. Since I have fish, sharks, squids, and crustacean and Water Rome in theory encompasses all of them, it would not be good if the universal symbol was a shark or something that resonated especially with ONE member of the empire.

Sting rays even kind of have wings. I'm thinking of using this as a template for their sigil. Make the laurel wreaths a bit more sea-weed like and figure out what I want to do for SPQR. I don't want to go too deep into developing the fictional language known as Scaraquan or colloquially "Sea Common" but SPQR Senātus Populusque Rōmānus, "the Senate and People of Rome."

I'm still not sure what their written script is going to look like. Contemporary Water Rome might have access to alchemists that can make a reasonable facsimile of pen and paper, but when Water Rome was young, all writing would have to be on clay tablets, so I'm thinking something like Cuneform.

I figure they would have a motto that means something similar. If I want to make then even bolder than Rome, it could "The Senate and the entirety of the Sea"

I like the idea of your Water-Rome, I see you have more info on it later to include potential names.

I think the stingray idea works fantastic, instead of arrows in the claws you could have some crossed tridents or something.

I know the Roman's considered the Mediterranean "Our Sea," would the Scaraquan Water-Romans consider all the islands above their sea "Our Islands" ?

Swynfaredia: Their national icon is probably a composite of all four founding dragons. They probably have some flags and banners with a full artist's rendition of all four in their full glory, but the basic heraldry would probably be four dragon heads sharing one neck. I'm thinking the heads are all looking sideways, two to the right and to the left.

I'm sure there would be a giant hoopla over which heads are one top and which heads are looking left or right. I suppose they could be generic dragon heads in a neutral color (not purple, not red, not grey, not rainbow). Maybe gold or black or some combination there of. According to this link, that would convey what the Swynfaredians would like to convey.

Great ideas for Swynfaredia, dragons make sense. At least some form of dragon should appear on every shield from this nation; whether it is a wing, claw, tooth, eye, etc.

For the overall nation I like your holy-roman-empire approach. One dragon, multiple heads, maybe different colors? Black and yellow might be too close to the actual HRE, could do a gold dragon on black perhaps for a striking color scheme.

Fumaya: I have ZERO idea what the symbol of their nation would be and that's a problem because Fumaya is the primary setting of my RPG and if and when I start my novel, I'm likely to either set in Fumaya or the Border Baronies.

The major house sigils are a Silverwood tree, blazing arrow, red owl, a raven, a badger, and a griffin but it might be a little too Hogwartz so I might want to replace the griffin, raven and/or badger with something else. Admittedly the three houses are the least important houses. The northern houses are driving my story and the southern houses are also there. That's why I based two of them on Hufflepuff and Ravenclaw.

All of these animals could work well. Save the griffin for Uskala, I would have a mock-up of each of these animals made and choose which one looks the coolest for the king. If you change your mind later you can retcon your original choice into a king who was overthrown in the past and replaced by a new household.

Uskala: I haven't gotten much further developing Uskala other than their ruler, King Drosst, is evil. He is a dragon trapped in human form for his hubris. Now he's pretending to be a vampire pretending to be a human.

If I wanted to be obvious the symbol of the nation could be a blood dragon, but King Drosst doesn't want to even hint at his true nature. He is ashamed of not being what he once was. I do like the idea that their national icon is blood red. A bat might be too obvious. Maybe a manticore or a raptor of some kind. How about the Uskalan icon be a blood red griffin?

That'd make his soldiers look pretty bad ass. Imagine a bunch of infantry clad in black steel with blood red griffin emblazoned on their chest plates and shields. It would project menace and competence.

Red griffin on black would look great. Nice and menacing, no obvious vampiric allusions either.

Although if the background is black for this kingdom, yellow and black might not work for Swynfaredia. Maybe a gold dragon on a green field would work better for them instead?

Kantoc: Some kind of majestic horse. Maybe a pegasus or a unicorn. Maybe a horse in majestic armor. As of right now Kantoc is a very one-dimensional nation. "Knights come from here."

A horse would work fine, I would also consider a lion of some sort as well. Or maybe a castle! Knights love castles.

Elves: Way back on page one @Warden asked about the heraldry of my three elf nations. Now they are four since I added sea elves.

I could go with his suggestion of using the four seasons. In that case the Dark Elves would be winter because winter is dark. The Grey Elves would be autumn because they are desperately clinging to a vibrant past that's crumbling away. The Wood Elves would be Summer because they celebrate life in all it's form. The Sea Elves would be Spring because they embody a bold new change.

I still don't like the idea of seasonal heraldry for the four nations because that implies my four elf cultures are all tightly connected. My elf nations are not connected. For many centuries, the Wood Elves, Grey Elves, and Dark Elves were unaware that the other enclaves of elves still survived. For well over a thousand years, the Sea Elves were not aware of the other elves and visa versa.

I could go a four elements. Obvious the Sea Elves would be associated with water even though the Dark Elves and Grey Elves have strong maritime traditions. The Grey Elves are very close to equator. That would make them fiery. The Dark Elves are up far to the north, that would make them airy and the Wood Elves are landlocked which would make them earthy. That has a greater impact on their physiology than their banners and icons. Though I could run with this color wise. The Grey Elves would favor orange and gold, the wood elves would favor brown and green, the Sea Elves would favor blue and silver, and the Dark Elves would favor white and black.

Note that the Grey Elves, Wood Elves, and Dark Elves all have noble houses that would each have thier own iconography. One of the Wood Elf houses is made up by one of my PCs, House Anastasia. House Anastasia can have whatever mascot the player wants.

I like the idea of making the symbol of the Elven Empire a majestic falcon. I've thought that for a while. I even thought of the minor detail that the Elven Empire's Cyclopes allies would fly a flag with a one eyed falcon. In fact, I'm very set on this. The other elves, I'm less firm on.

The leading contender for the Wood Elf/Condenya national icon is a unicorn. But like a bad ass unicorn, not a cuddly unicorn.

The leading contender for the Dark Elf/Kahdisteria national icon is a spider. But not like an ugly spider, a majestic spider.

The Sea Elves, I'm less sure of. Not a stingray though. I'm 90% sure I want the Sea Elves to be on the fringes of Scaraqua and outside the purview of Water Rome. They are going to be allied to one of the lesser Scaraquan powers which could cause interesting stories later if Water Rome decides the Sea Elves are a threat. Maybe I'll give a land animal a fish tail like a merfolk. Only it's an animal that DOESN'T exist, so not a hippocampus.

Lots of materials for the elves.

The one-eyed falcon is a great image for the Elves, very mysterious.

Sea Elves maybe a innocuous fish, or a school of fish? One of the patterns I was considering for a seafaring noble house at some point was a repeating fish-symbol, kind of like some depictions of the French fleur-de-lis.

I'd also like to come up with national heraldry for the three dwarf nations/cultures. Kalazotz get along well with dwarves in general and Meckelorn in particular, but I don't think their national emblem should be based on a bat. There are probably some younger noble houses that incorporate bats into their heraldry but not entire bat nations.

My problem with making heraldry for the dwarves is that my three dwarf cultures (Meckelorn, Stahlheim and Mondert) are pretty similar. All three dwarf cultures like Hallisan a lot. Hallisan's most common symbol is an axe and hammer crossed. I would want heraldry that showcases their similarities and differences. It'd be a little redundant to make that a national symbol for any of the dwarves.

On paper there is a fourth dwarf nation with only a couple hundred citizens. The Temple of Stone. Meckelorn and Stahlheim couldn't agree on how to share the Great Stone as a national territory so the Temple of the Stone is a sovereign nation much like how the Vatican is a sovereign nation. Their symbol is probably an axe and hammer criss-crossed over a stone, or stuck in a stone excalibur style. I'm still not sure what shape the Great Stone is in. A round boulder, a slab, a split slab, a stalagmite. Lots of options. All I know is the dwarves believe their ancestors rose out of it and that the Great Stone is a magical conduit for food producing plants. Aesthetically speaking, what shape of rock would look best on heraldry?

If you want to go really abstract for the stone, you could do a round circle of some kind. That might be too abstract though... but it would be simple to draw.

Just a recap. Meckelorn is Dwarf Original Recipe. They hate orcs and goblins, they drink a lot, they like hammers and axes, are distrustful of arcane magic, dislike the sea, and are isolationist. They are militaristic because they believe they are constantly fighting for their lives which is mostly true.

Their demographics are 89% Dwarves, 5% gnomes, 4% kalazotz, 1% humans, 1% Other

I could see the symbol of these guys being a generic hammer-and-anvil heraldry, that or a legendary beast they have killed like a dragon. Maybe even a troll-head? That might be a bit much. But in keeping with traditionalist dwarf recipes, some draconic-norse-celtic looking symbology might be cool.

Stahlheim is a just a little bit more friendly to outsiders because they like trade. They are slightly less militaristic, slightly less isolationist, slightly less phobic of the sea, slightly more willing to accept arcane magic.

Their demographics are 84% Dwarves, 6% humans, 5% gnomes, 2% tengku 1% kalazotz , 2% other

Not sure about these guys just yet, I would say tone down whatever angle you go with your first dwarves.

I really like how you have given these empires demographic percentages, I might have to borrow that later.

Mondert is the weird sea faring dwarves. They still like booze, drinking, family ties, and working with their hands but they also are skilled fishermen and boaters. They live in volcanic tropical islands, vaguely polynesian.

I haven't figured out the demographics for Mondert. I'm not sure if I want to give them a Kalazotz minority or any other minorities but they are probably going to be 54% human, 45% dwarf, 1% man-dwarves. Mondert was founded by dwarf pilgrims who left Meckelorn BEFORE the dwarves became staunch allies of the kalazotz, but kalazotz would probably be welcome in Meckelorn since both Mondarians and kalazotz like Mera. It's just highly unlikely that a colony of kalazotz would charter a ship and sail thousands of miles to settle a volcanic island because they heard it probably has friendly dwarves there. Given that Mondert is in the tropics it MIGHT house some old school camazotz in the jungles. That might be enough to discourage adventurous kalazotz from migrating to Mondert.

Polynesian dwarfs would be very unique!
 
Maybe a nation dominated by tengku. Maybe a nation dominated by kalazotz. Maybe a nation with both. In practical terms, the tengku and kallazotz should get along, but the tengku are pretty sensitive about not being able to fly, so they would grow envious watching the ugly little batmen zipping around.

I probably want to throw in a few more nations that seem crazy with very odd governments and means of succession.

A kalazotz enclave could work, they can fly so it wouldn't be too much of a stretch for them to be able to migrate if they decided too.
A hidden group of kalazotz living inside an extinct volcano would be a cool place to explore! Potentially near the Polynesian dwarfs... I bet the Kalazotz could make some sweet Tiki masks!
Or a group of kalazotz that live within a cenote (giant water sinkhole) in caves dug out of the sides. The cenote could double as both a water source for nearby dwarves as well as shelter for the kalazotz who live in its limestone walls.

Tengku are bird people. They cannot fly, but they have hollow bones which make them a little faster than humans and they have great eye sight. They are bigger than gnomes but smaller than humans. Culturally they like Star Ferengi.

If you are not familiar with Ferengi they are very driven towards the acquisition of wealth but they (usually) steer clear of outright theft.

Most, though not all tengku aspire to be merchants. They like to buy, sell, and trade so they usually immerse themselves in the culture of non-tengku. A tengku micro-nation would either be a collection of non-conformists or it would be like a gate community where tengku who are great successes in mercantile endeavors cloister away in while sending directives to the lesser tengku elsewhere.

I like the later idea more than the former, but I'm not sure how a tengku ivory tower would "govern" lesser tengku, given that tengku are widely scattered around all of Scarterra and subject to human, elf, and dwarf rulers.

I did some reading on the tengku last week, they are a really neat concept. I like how the race has an underlying "goal" of rediscovering how to fly.

A group of wacky tengku-inventors could try and team up with some like-minded gnomes to create Leonardo DaVinci-style flying machines somewhere perhaps.

I remember there was a Ferengi episode in DS9 where some of the politics of Ferenginar was talked about; they had some kind of "Great Exchange" that allowed the Ferengi to do business, and if they did something against their merchant code (or at least got caught) then an auditor would show up, close their business, confiscate their assets, and make them destitute. Perhaps the tengku have a similar system? Maybe they control the continents Merchants Guild, outside of which no legitimate tengku can do business?

It would be a great twist if the tengku also control the illegitimate trade outside the Guild, hence controlling both the above-board market as well as controlling most of the black market like a cartel or mafia of some kind. Secret squabbling behind the scenes, with orcs or other creatures hired as thugs and bodyguards, could work really well.

On a note related to Water Rome, I'm getting tired of calling it "Water Rome" and figure it could use a real name. Might as well base it on Latin. Right now the leading candidate is Oceanum, which is Latin for Ocean. Omni is Latin for "all." Summa is Latin for "total." "Whole" is totius.

How do you guys like Oshamni Empire?

I'm getting tired of saying "Cephlapod" until I come up with something better they are Ojiongo. (Oge-jee-ong-go) Based on the Korean word for squid "ojing-eo" and Latin is "lolligo."

Hmmm, not that I see Ojiongo and Oshamni in the same sentence maybe I should come up with names that are not so similar, that could be confusing. The first time I read Lord of the Rings it confused me that the primary villain was Sauron and the secondary villain was Sarumon. To make things more confusing, Sarumon was kind of supporting Sauron and kind of opposing him.

Oshamni Empire sounds good but I agree it is too close to Ojiongo. I do like Ojiongo a lot, not as big of a fan of Oshamni.

Let me do some research:

The Roman's called the Meditteranean "Our Sea," the Mare Nostrum

Latin- English
Mare- Sea
Oceanum- Ocean
Piscis- Fish
Whale- Cete
Pistris- Shark

Italian sea is called the Tyrrhenian Sea, or Mar Tirreno with several variations such as Tirennu.

Haven't found anything I like yet, so now lets look at some Greek

Thalassa- Sea
Okeantos- Ocean
Nero- Water
Psari- fish
Falaina- whale
Karcharias- Shark
Salachi- stingray

Greek is on the Aegean sea, which comes from Aegeus the guy who jumped into and became the sea I think.

Still cant find anything, so lets go off into left field a bit and find a bunch of translations for stingray.

Akaei- Japanese
Allaadigha- Arabic
Ikan Pari- Indonesian
Skat- Russian :joyful:
Estelada- Castilian
Rokke- Norwegian
Gaoli- Korean

Still searching... haven't found one that has ignited my interest just yet :banghead:. I want to find something that is relatively "primadorial," I might go looking for ancient deep-sea fossils next.
 
So... many... good...responses! :eek::eek::D:D I will take this in chunks.

I think the stingray idea works fantastic, instead of arrows in the claws you could have some crossed tridents or something.

I'm on the fence about tridents. On one hand, tridents are deeply entwined in western folklore of the sea. On the other hand, tridents would be very impractical weapons underwater. The wide surface area is good for spearing small fish (which are hard to hit, but easy to damage), but if you are spearing a human-sized target or bigger (which is easy to hit but hard to damage), a single pronged spear would allow greater force to be applied.

I don't agree with everything Shadiversity says but I figure he's on to something that spears and slashing short blades would be the best underwater weapons given the limitations of real world physics.

I suppose tridents can still be used as a high status ceremonial weapon...but it leaves a bad taste in my mouth.

I know the Roman's considered the Mediterranean "Our Sea," would the Scaraquan Water-Romans consider all the islands above their sea "Our Islands" ?

Whatever Oshamni's equivalent to the Roman Senate or feuding noble houses, they will have had a vigorous debate for at least a generation, if not several centuries.

There is a hardline faction that wants Oshamni and Scaraqua in general to use their power to utterly dominate and subjugate the people of Scarterra, at least Scarterrans that live near the coast and regularly sail in ships. The resources of the surface dwellers are too valuable to not take. Theoretically, if a large enough portion of Scaraqua unified behind this, they could make it impossible for Scarterrans to safely sail the sea without paying the Scaraquans tribute first. This group is nicknamed "the Shallows." They probably have a more dignified name they selected for themselves.

The Shallows are not a unified faction either. Some Shallows want to form trade alliances with select land dwellers and others want to ruthlessly subjugate all land dwellers.


There is a hardline faction that wants Oshamni and Scaraqua in general to completely forsake contact with Scarterrans. The threat the surface world poses the sea is to severe to risk provoking them. There are at least twice as many Scarterrans as Scaraquans. Theoretically if the Scarterrans stopped fighting each other and unified against the Sea, they collectively wield enough magic to let land folk invade the sea.
This group is nicknamed "the Deeps." They probably have a more dignified name they selected for themselves.

The Deeps are not a unified faction either. They are all isolationists but they differ on "Good fences make good neighbors" or the opposite approach where Deeps endorse murdering any Scarterran that magically travels underwater on sight.


Only a tiny percentage of Scaraquans have publicly aligned themselves with the Shallows or the Deeps. Like with most controversial political issues, many people fall somewhere in between the two extremes, but for shorthand it's a useful tool to be able to say "Emperor A is sympathetic to Shallow Ideology" "Emperor B is deliberately pitting the Shallows and Deeps against each other." etc. Likewise one can talk about the Senate being dominated by one group or other.

I have not gotten so far into the weeds that I started characterizing and naming individual Scaraquans. I'm still operating in broad strokes. My plan is that Deep versus Shallow is going to be one of MANY things those in power argue about. Though I suppose if I'm going to keep focusing on stories in Scarterra, this is probably the most important thing about Water Rome.

Most sea faring Scarterrans would benefit greatly from trade with Scaraquans and they would greatly fear hostile Scaraquans. Water Rome/the Oshamni Empire is centered around Mera's Lake. The Sea Elves of Nerymere are very far from Mera's Lake. I haven't figure out which Scaraquan power the Sea Elves have allied but it will be one of Water Rome's rivals.

I know the Roman's considered the Mediterranean "Our Sea," would the Scaraquan Water-Romans consider all the islands above their sea "Our Islands" ?

Shallows would consider the islands near Mera's Lake "Our Islands" whereas Deeps would not.

Both the Shallows and the Deeps are aware of the existence of the Sea Elves, but neither group is powerful enough to deal with this anomalous group that for Water Rome's intents and purposes is on the far end of the world.

In the real world, Ancient Rome and Classical China both prospered around the same time, both controlled roughly the same population and both had explorers and scholars aware of the other group. I could create a Water China too, but I probably won't spend that much time developing TWO giant undersea Empires unless the following things happen. 1) I either publish some novels or an RPG system 2) I get a lot of fans 3) A large portion of my fans communicate clearly that they want more Scaraquan stories, fewer Scarterran stories.

Great ideas for Swynfaredia, dragons make sense. At least some form of dragon should appear on every shield from this nation; whether it is a wing, claw, tooth, eye, etc.

Currently I had thought that the very top levels of society would take titles such as "The Dragon's Wing" the "Dragon's Eye" etc. It hadn't occurred to me that this iconography could trickle down to the common soldiers.

I especially like the idea of Swynfaredian foot shoulders having painted scales on their shields since scales are protective. They could have eyes, wings, and the like too. Shield painting is very diverse, but I think the plurality would use scales.

Speaking of which, most Scarterran nations mint their own currency, but because of the machinations of the Masks and Keepers, nearly all nations use the same system of weights. A standard gold coin has exactly one fiftieth of a pound gold in it. As long as no one shaved the coin, most merchants don't care if the coin was minted in Swynfaredian or Stahlheim. A coin is a coin. In most cases, one side of the coin is a portrait of the king or queen and the other side is the nation's coat of arms.

The ancient dragons of the First Age did not have a standard currency. Nearly every dragon nation used precious metals in their currency, but they never agreed on standard weights and measures. While not universal, many dragons minted their gold, silver, and platinum (the ancient dragons rarely traded in copper) into artificial scales and they wore their money on a vest (if they were rich) or a necklace or bracelet (if they were poor). When buying and selling things, dragons would add or removed scales from their clothing.

A few treasure collectors love to collect ancient dragon gold scales (most such scales in circulation are modern forgeries). In any event, Swynfaredia uses the same standard coinage system most Scarterrans use but the tail side of the coin is actually the "scale" side of a coin. At least among Swynfaredia, coins are called scales "That sword will cost you twenty gold scales".

I figure nearly every large nation has an equivalent to knights but not all knights would ride horses and wear shiny armor and not all nations would call their knights "knights." There are many differences between knights and samurai but both knights and samurai were a caste of nobles that deal with the "muscle" aspects of rulership and formed the elite backbone of the armies.

I figure Swynfaredians call their elite muscle Talons or Fangs. Talons are highly skilled warriors and Fangs are martially minded sorcerers.

For the overall nation I like your holy-roman-empire approach. One dragon, multiple heads, maybe different colors? Black and yellow might be too close to the actual HRE, could do a gold dragon on black perhaps for a striking color scheme.

I didn't realize I was emulating the Holy Roman Empire. I hadn't considered colors for the nation as a whole. So far, my Swynfaredian musing has been entirely on the local house level.

All of these animals could work well. Save the griffin for Uskala,

I hadn't considered the Uskala connection. There is no reason multiple nations wouldn't use the same animals on their heraldry but I should probably avoid repeats whenever feasible. At the very least I should avoid repeats on nations that are relatively close to each other geographically.

Red griffin on black would look great. Nice and menacing, no obvious vampiric allusions either.

Although if the background is black for this kingdom, yellow and black might not work for Swynfaredia. Maybe a gold dragon on a green field would work better for them instead?

There are only so many colors in the crayon box. I agree that I should avoid redundant mythological animals on different nations heraldry but I'm not planning to bend over backward to avoid duplicating colors.

A horse would work fine, I would also consider a lion of some sort as well. Or maybe a castle! Knights love castles.

Eventually I plan to detail some noble houses for Kantoc. Right now I'm thinking the king (or the ruling house) would have a lion sigil and the nation as a whole would have a horse sigil.

As for castles, I love castles. Therefore, most Scarterran lands are going to be dotted with castles. Ergo a castle sigil would be kind of redundant, though I suppose the sigil could be a rearing stallion in front of stylized castle that has a banner hanging from it with Kantoc's nation TBD motto.

Also the horse is being ridden by a lion, and there is a raven perched on the lion's shoulder. And there is small lizard in the raven's talons. And there is a flea on the wing of the fly on the frog on the bump on the log in the hole at the bottom of sea.

In a fantasy world with lots of magic, castles would not be useful unless the castles were also highly magical. Castles would probably be okay in a low magic fantasy world like Conan the Barbarian or Game of Thrones. Both for RPGs and fiction stories, my goal is to make Scarterra a MEDIUM fantasy world. Perhaps this is foolhardy, but that's my goal as of now.

My current solution is that due to the rules of "a wizard did it!" it is fairly inexpensive to ward a castle against any hostile magic that immediately negates the value of said fortification. If prince is going to spend 50,000 gold pieces to build a castle, a prince is probably going to spend 10,000 gold pieces to ward it against most common hostile magics.

My baloney metaphysical explanation is that magic works with a symbolic resonance. It's easier to imbue healing magic into a comb than it is to imbue healing magic into a sword. Because a sword at it's core, is intended to hurt people not heal them. I'm aware that combs are not normally associated with healing, but Mera is the goddess of healing and her Symbol of Power is a comb she crafted out of Turoch's liver.

A castle is designed to protect people, so protective magics are easier to cast on and in castles.

Scaraqua is probably not going to have many castles despite how awesome undersea castles would look in an illustration. I figure Scaraquan military strategy would resemble modern real world military strategy where strength is found in good mobility, strong lines of communication and general flexibility, not fortified static positions, but that's a topic for another day.

A kalazotz enclave could work, they can fly so it wouldn't be too much of a stretch for them to be able to migrate if they decided too.

One thing I hadn't considered until this post is that a kalazotz could occupy an area too rugged for nonflying humanoids to effectively settle. I already had the concept that Beholders would favor such places. Beholders can hover and fly perfectly in any direction and they can sleep while hovering so they can settle in places even kalazotz cannot handle.

A hidden group of kalazotz living inside an extinct volcano would be a cool place to explore! Potentially near the Polynesian dwarfs... I bet the Kalazotz could make some sweet Tiki masks!

That's a good enough reason alone to rewrite my history to allow Kalazotz to be part of Mondert's society.

Or a group of kalazotz that live within a cenote (giant water sinkhole) in caves dug out of the sides. The cenote could double as both a water source for nearby dwarves as well as shelter for the kalazotz who live in its limestone walls.

I'm not sure how well this would fit as a concept for the Border Baronies but this would certainly work for a part of Scarcaverna.

I did some reading on the tengku last week, they are a really neat concept. I like how the race has an underlying "goal" of rediscovering how to fly.

A group of wacky tengku-inventors could try and team up with some like-minded gnomes to create Leonardo DaVinci-style flying machines somewhere perhaps.

I like steam reading steam punk sometimes, but I'm only a casual fan of steam punk at best. At least for now, I do not have the necessary background knowledge or enthusiasm to incorporate this level of Steam punk into Scarterra.

I suppose I could do fairly simple hang gliders which I guess is also something Da Vinci worked on.

Tengku are no more or less magically gifted than other races.

In divine magic. Augmentation ●●● could let someone working wings and Augmentation ●●●●● could allow full supernatural flight.

In arcane magic, Transmutation is the key for flyers. "Feather Fall" is a First Circle spell. Second Circle has the spells "Partial Transformation" (which could give a Tengku functioning wings for hours) or "Fly" (which would give them perfectly maneuver flight for minutes). Fourth Circle has "Overland flight" which is essentially a longer lasting version of the "Fly" spell.

Ergo, most Tengku spell-casters would focus on Augmentation or Transmutation magic. Among other things, Transmutation has all sorts of spells that would let a swindler trick the gullible with phony goods. "Faerie Gold" also called "Fool's Gold" lets a spell caster make something worthless appear valuable for about a day and it's only a First Circle spell. It has a very simple counter though. Enchanted items revert to their natural state when exposed to cold iron. Thus, most merchants who deal in high end goods have a piece of cold iron in their pocket.

Now that I think about it, tengku wizards are probably closest associated with Transmutation so much that everyone just assume all Tengku wizards are transmuters as much as many assume gnome wizards are illusionists.






Oshamni Empire sounds good but I agree it is too close to Ojiongo. I do like Ojiongo a lot, not as big of a fan of Oshamni.

Indeed but I really don't like saying "Cephlapod people" so "Ojiongo" is going to stick for the time being. On a related note, I recently put an article for Scuttlers on my wiki. They are the first Scaraquan group to get a non-stub wiki. They now have an official name, "Astakalians." Their self referential name is "Ah (gargle sound) akaww, clicking sound, lah, hissing sound.)

Some view Scuttlers as a derogatory nickname, others view it is an acceptable nickname. Because most Ojiongo, Merfolk, and Karakhai cannot physically pronounce their true name, "Astakalians" (Ah-stack-ah-aliens) is the PC thing to call them. It at least shows the outsider is trying to use use their actual name.

The one-eyed falcon is a great image for the Elves, very mysterious.

The One Eyed Falcon would only be a sigil for one small portion of the Elven Empire, the Cyclops Island. I wasn't going for mysterious. I was going for literal-ness. If a generic falcon represents the Empire as a whole, a one eyed falcon represents the Empire's one-eyed citizens.

Sea Elves maybe a innocuous fish, or a school of fish? One of the patterns I was considering for a seafaring noble house at some point was a repeating fish-symbol, kind of like some depictions of the French fleur-de-lis.

Those are all reasonable ideas, but I probably won't have a solid idea for what the Sea Elves' heraldry should look like until I decide whom they have allied with. The Sea Elves' heraldry almost certainly honors the Scaraquan nation or tribe that they are partnered with. I'm not even sure if I want them to be allied with Merfolk, Ojiongo or Karakhai or some combination of Scaraquans. Obviously their heraldry would be based on a fish, kraken, or shark if they are closely allied to one and only one Scaraquan race.

Let me do some research:

Your research is so nice, I wish I could like it twice.

[Greek] Salachi- stingray

I like the way "Salachi" rolls off the tongue. The elite soldiers (or at least one of the elite corps) of Water Rome are going to be called "Salachi."

"Flee before the Salchi are upon us!"

Akaei- Japanese
Allaadigha- Arabic
Ikan Pari- Indonesian
Skat- Russian :joyful:
Estelada- Castilian
Rokke- Norwegian
Gaoli- Korean

Almost all of these words sound pretty bad ass (except maybe the Russian one :)). I'm half tempted to make EVERY title within the Oshamni Empire based on a translation of "sting ray."

Hypothetically, I could do something like this.

Akaei - Outsiders/barbarians
Allaadigha- aquatic cavalry
Ikan Pari- Senators/nobles
Skat- Grunt soldiers, serfs, or slaves
Estelada- Skilled craftsmen
Rokke- Common citizens.
Gaoli-tributary or vassal states of Water Rome


Still searching... haven't found one that has ignited my interest just yet :banghead:. I want to find something that is relatively "primadorial," I might go looking for ancient deep-sea fossils next.

tenor.gif
 
Last edited:
Awesome!

I am actually going through some of my own notes for my underwater-civilizations (the Water Sprites) and found a few good ones, plus a few more from the internet. In no particular order:

Molluscus- latin for Mollusk of course
Gastropoda- the snail and slug family
Trilobites- three lobes, tiny prehistoric creatures that went extinct during the Permian extinction event. Cool imagery (could be what scarab beetles are for Egypt).
Nautiloids- pretty awesome looking creatures. I have used their coloration in some heraldry before.
Taka-ashi-gani- Japanese spider crabs. Awesome looking creatures, and can grow really large in the real world. Japanese name means "tall legs crab"

Tethys- The Tethy's ocean was the name of a large ocean during the Mesozoic era. Tethys is the sister of Oceanus (greek god of oceans), and is the mother of rivers, lakes, and fountains of the world
Aegaegon- greek god of violent sea storms
Anapos- water god of eastern Sicily
Ichthyocentaurs- upper body of a human, lower-front of a horse, and tail of a fish. Also referred to as a sea-centaur. Not the original name for these guys, as they were depicted but I can't find the name other than the gods themselves (Aphros "sea foam" and Bythos "sea depths").
Potamoi- greek deity of rivers
Varuna- hindu goddess of the celestial ocean
Gonggong- red-haired Chinese water dragon who was responsible for the great floods of antiquity
Tam Kung- sea deity of Hong Kong and Macau with the ability to forecast the weather
Suijin- Shinto god of water
Rongomai- Maori whale god
Tangaroa- Maori god of the sea
Luagal- Samoan serpent god of the sea
 
If you want to go really abstract for the stone, you could do a round circle of some kind. That might be too abstract though... but it would be simple to draw.

My current thought is that religious iconography would be pretty simple and abstract while national iconography will be more detailed and grand.

A simple circle could be the symbol for the Guardians of the Stone (or the Knights of the Stone). In any event, the dwarves are going to have an elite transnational order of warriors who has the holy mission to 1) defend the Great Stone and 2) defend pilgrims visiting the Great Stone.

I could see the symbol of these guys being a generic hammer-and-anvil heraldry, that or a legendary beast they have killed like a dragon.

That's not very clever. Then again not everything has to be clever. I named the island where the Lunatan Cyclopes live "Cyclops Island."

Maybe even a troll-head? That might be a bit much.

That is clever but it might be a bit much. There is also a problem in that I'm not 100% sure what Scarterran trolls look like other than "ugly." Per my own fluff, trolls are highly subject to mutations so they aren't uniform. I do like the idea of a military unit of dwarves using troll heads for their sigils. Probably not a very prestigious military unit, but perhaps a band of uncouth ruthless mercenaries.

But in keeping with traditionalist dwarf recipes, some draconic-norse-celtic looking symbology might be cool.

I'm going to have to do some googling on Norse and Celtic iconography.

I really like how you have given these empires demographic percentages, I might have to borrow that later.

World Anvil has article templates and it includes a section for demographics, among other things. One nice thing about World Anvil is if I detail a place and choose to leave the demographics slot blank, it won't show up in the published article. The species template along has about two dozen such subheadings to choose from of which I used ten for my dragon article.

I guess D&D 3.5 posted demographics for all their cities so when I was plotting out Scarterra for 3.5 D&D I did that too.

Polynesian dwarfs would be very unique!

I've been googling pictures for my wiki. Perfection is the enemy of the good. In a lot of cases I have to settle for a reasonable facsimile of what I envision. Amazingly I found this picture that is almost exactly what I picture Mondarians looking like.

I remember there was a Ferengi episode in DS9 where some of the politics of Ferenginar was talked about; they had some kind of "Great Exchange" that allowed the Ferengi to do business, and if they did something against their merchant code (or at least got caught) then an auditor would show up, close their business, confiscate their assets, and make them destitute. Perhaps the tengku have a similar system? Maybe they control the continents Merchants Guild, outside of which no legitimate tengku can do business?

I like the concept, but implementation would be difficult given how challenging it is to maintain reliable communication on a global or continent wide scale.

It would be a great twist if the tengku also control the illegitimate trade outside the Guild, hence controlling both the above-board market as well as controlling most of the black market like a cartel or mafia of some kind. Secret squabbling behind the scenes, with orcs or other creatures hired as thugs and bodyguards, could work really well.

Given that tengku trade networks regularly cross the borders of various nations run by absolute monarchs who don't like to share authority, it's likely the Grand Tengku Guild (Terrific Tengku Treasure Trade Treaty?) would be branded as a criminal organization anyway. So it's not so much a twist as it is a logical extension.

Aegaegon- greek god of violent sea storms
Varuna- hindu goddess of the celestial ocean

I think Emperor Aegaegon and Empress Varuna sound like good names when I start naming luminary figures for Water Rome.

Mining lore on sea myths is a good way to come up with names!

Trilobites- three lobes, tiny prehistoric creatures that went extinct during the Permian extinction event. Cool imagery (could be what scarab beetles are for Egypt).
Nautiloids- pretty awesome looking creatures. I have used their coloration in some heraldry before.

Any fantasy world should have some random monsters in the wilderness. It would not be too hard to come up with fantasy monsters based on Nautiloids and Trilobites.
 
I could see the symbol of these guys being a generic hammer-and-anvil heraldry, that or a legendary beast they have killed like a dragon. Maybe even a troll-head? That might be a bit much. But in keeping with traditionalist dwarf recipes, some draconic-norse-celtic looking symbology might be cool.

I had a minor epiphany on this. Maybe the original Meckelorn standard was a hammer on a silver anvil (or make both hammer and anvil silver).

e674804fab9f8e8c10a2e5ae559033e5.png


Stahlheim is focused on mercantile interests and they love to show off their wealth so their standard might be a gold anvil (or maybe make both the hammer and anvil gold). I guess gold in heraldry is supposedly associated with generosity and orange is associate with ambition so we'll go with orange.

a227ed0729916cd45b18e92a3575864c.png


When Meckelorn's people were in exile their standard was a sundered anvil. When they retook the Great Stone, they brought back their original standard, but with a sealed crack in the anvil visible.

50eec48deb1451c6022133703428c315.png


Mondert could have an obsidian or other volcanic anvil and forge. Or maybe because they are so different from the other dwarves they don't use an anvil and hammer motiff in their standards at all.

My pictures are crude but they are 100% mine on MS Paint. A lot of anvil icons on the Internet are copywright protected and I have to spend $5 to use.

I guess military uniforms would be black and orange for Stahlheim, and red and grey for Meckelorn. Kalazotz don't like to wear a lot of clothes beyond loin cloths, but given that they look like scary bat people they probably wear colorful sashes with the state colors of the dwarves they are allied with to show their affiliation.

Stahlheim is richer than Meckelorn and more concerned with maintaining face than Meckelorn so Stahlheim dwarf uniforms are probably on average cleaner, less thread bare, and fancier.

Mecklorner dwarfs have more machismo so they would probably love to show off the tears in their uniforms and dents in their armor, just so they can say "You should have seen the other guy!"
 
Last edited:
Hey that's pretty good! Nice and simple, and it definitely differentiates all the dwarfs visually.

I also like that the three dwarf empires are the three primary colors. Very striking
 
Hey that's pretty good! Nice and simple, and it definitely differentiates all the dwarfs visually.

I also like that the three dwarf empires are the three primary colors. Very striking

Mondert is still TBD, the blue standard represents Meckelorn when it was first founded and the red standard with the cracked anvil represents Meckelorn as it is now.

Though I suppose when Prince Mondarious took a bunch of pilgrims away from Meckelorn, Meckelorn still had the original blue banner and unbroken anvil, so I suppose they might have kept the original sigil. At the very least I should probably make blue their main color. Maybe I'll replace the anvil with a big black volcanic stone.

I based the colors off of this chart.

Blue represents strength and loyalty which is something all dwarves value, though I guess Mondert's community focus puts more emphasis on friendship and community. Also blue has a water and in my universe Mera connection, and Mondert is very pro-Mera.

Red represents martial prowess and sacrifice. Meckelorn was always a bit martial hence the red handled hammer. After a long painful exile they became a lot more militant.

Black represents constancy and grief. That's how black became a secondary color for Meckelorn. Now Stahlheim has a lot of black. They were grieved by the loss of the Great Stone (though not as much as Meckelorn) and I mostly chose black because after experimenting with different colors I liked the contrast with the orange. Though I suppose they represent constancy because they kept dwarf culture alive and stable when Meckelorn was scattered to the four winds.

Also for Stahlheim I was aiming for orange but I guess that's a yellowish orange, and I think yellow is probably better. It is a primary color as you say and it does connote gold which Stahlheim has a lot of.
 
1836 years just feels like too short of a time-span.

How many locations do you want to have where there are, ancient lost cities, old mysterious temples, towers that have toppled over sideways, and so forth?

It takes a hundred years for one Empire to build One cathedral.

18360 years seems like a safer bet... add a zero.
 
1836 years just feels like too short of a time-span.

How many locations do you want to have where there are, ancient lost cities, old mysterious temples, towers that have toppled over sideways, and so forth?

It takes a hundred years for one Empire to build One cathedral.

18360 years seems like a safer bet... add a zero.

Perhaps 1836 is the current date of the year for the calendar most used by the humans of the region?

As in: the humans of Swynfaredia created a calendar that started 1836 years ago to commemorate the second Dragon-heir civil war, and it has remained (mostly) unchanged since that time. The other major human nations, to include Fumaya, have used the same calendar ever since. Even the dwarven nations use the calendar for the sake of convenience. The Elvish nations would obviously know how the human calendar works, but it would be too "simplistic" for their own personal use, as their own (secretive) calendrical system would be too complicated for humans to learn how it works anyway. And orcs don't care about calendars.

In addition, Swynfaredian scholars use "pre" dates for any dates prior to the start of the current calendar. Therefore an event that would have happened 1840 years ago would be "4 B.C." or whatever equivalent nomenclature would be.

Events that happened far in the past could still be calculated this way, even though most regular humans wouldn't care about anything that happened over 18360 years ago. The elves might (hence making a calendar system would be useful to plot back that far).
 
1836 years just feels like too short of a time-span.

How many locations do you want to have where there are, ancient lost cities, old mysterious temples, towers that have toppled over sideways, and so forth?

It takes a hundred years for one Empire to build One cathedral.

18360 years seems like a safer bet... add a zero.

I suppose I could make it longer. Note I'm not saying the world is 1836 years old. I'm saying humanity is. Elves and dragons and the like had been running around for thousands of years prior. Also, in Scarterra, humanity did not have to start off in the Stone Age, they got to start out with most medieval technology given to them immediately. Though I suppose I'm not opposed to making the Third Age older than 1836 years.

18360 years is probably about right for the Second Age.

I'm not married to 1836, I just wanted to keep things down to a manageable number. always thought fantasy calendars with numbers like 50,732 were kind of pretentious.

I suppose I instead of making the "present" day 1836 years after the Second Unmaking, I could make the present day 1836 after the Little Unmaking.

You see, while all the Demon Lords were dead when humanity emerged, there were still lots of demons running around and the Nine hadn't finished repairing the Barrier yet so powerful demons were still sneaking through. Maybe I can do 1000ish years of humanity's proverbial Dark Ages followed by 1836 years of humanity's true ascendance.

Addendum: a landscape “dotted with castles” does not happen in just 1836 years.

Aren't most castles dotting Europe created between 800 and 1600 AD? That's only 800 years.

As in: the humans of Swynfaredia created a calendar that started 1836 years ago to commemorate the second Dragon-heir civil war

I put a pin in detailing the ENTIRE Swynfaredian family tree, but at some point I need to do the math to figure out how many years it takes for twenty generations of Swynfaredian dragon bloods to be born. I made it difficult for myself in that the recent generations are roughly 20-25 year generations and the original generations were much longer. Maybe figure 33 years was the average so we are looking at about 700 years of Swynfaredia. I'm picturing most of my existing nations would be between 200 and 1000 years old. I still haven't worked out the details for how humanity was organized when humanity was very young. Even with lots of divine help it would take them centuries to get their act together.

I'm sure Swynfaredians base their calendar based on the founding of their nation or perhaps the four dragons reaching on an agreement to found a nation which happened roughly 50 years prior.

Most nations of any real size would have their own calendar but for the purpose of my sanity I wanted to come up with an approximation of a universal calendar starting with the emergence of humanity.
In addition, Swynfaredian scholars use "pre" dates for any dates prior to the start of the current calendar. Therefore an event that would have happened 1840 years ago would be "4 B.C." or whatever equivalent nomenclature would be.

Events that happened far in the past could still be calculated this way, even though most regular humans wouldn't care about anything that happened over 18360 years ago. The elves might (hence making a calendar system would be useful to plot back that far).

I agree. I figured it went without saying.
 
Back
Top