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More D&D worldbuilding...

Arahua, Paloa, Kore

Arahua is the goddess of civilization, the name of the island, and the official title of the Queen. The contest is usually clear by the way in which it is being used, though Queen Arahua is never referred without her title and the goddess is often referred to Lady Arahua.

The people of Arahua Island (and the descendents in the outer colonies) are a majority human, though elves and halflings have always lived on the island as well. Other demihumans are still very rare, though as other civilizations who survived the Great Storm are coming out, trade is opening up (more later).

Paloa is the god of the sun, and the name of the eastern colony. It's a rich land, forested, rolling fields and very fertile. After generations of exacting management of very limited arable land to the population during the Great Storm, the people of Arahua found Paloa to be a godsend- the land produces food so easily and quickly that it is quickly becoming filled with small villages and townships.

Kore is the god of strength, and the name of the southern colony. The land is mountainous and tough, some places barren, some places jungle. Minerals and ruins can be found throughout the land, and most of the settlements are along the river, and not so much deeper inland. Despite the hardships, the mining and trade with the dwarves has been very profitable. The dwarves are still very skeptical about everything existing after the Storm- nothing adds up with their maps from before, and it troubles them deeply.

Magic, Politics, Power

Though the colonies have more population and resources, the Queen still controls the flow of magic - she's the only one with the ability to invest others with m'ana. She often grants or withholds favor based on the number of initiates for wizards, clerics, or paladins that she is willing to grant a given clan that year. Nonetheless, Queen Arahua has no official command over the wizards' orders - they are often allowed to continue their studies unbothered, except in time of great need, where the Queen will still formally request assistance.

The only other means of acquiring magic, is through pacting with a lost power- this is known as the Forbidden Order. It first appeared during the time of the Great Storm when some would willingly go out into the Storm, make contracts with unknown powers, and return with magic. It was initially done during a time when the Queen was ill and unable to invest others with m'ana, but also believed to eventually pervert and destroy the spirit. Warlocks are seen as outlaws for this reason.

Those who protect, seek, and guide

The First Guard

The Queen's personal guards. Most live on Arahua Island and protect it from threats such as Sea Goblins and other dangers. A few chosen guards are sent across the land directly under the Queen's orders. Those who travel are required to possess the Diplomacy skill. All are unquestioningly loyal to the Queen, which often means they are disowned, or at least distrusted, by their families and clans.

The Hunter Guardians

First formed during the Great Storm, the Hunter Guardians patrol the edges of civilization, seeking monstrous threats and planning ways to protect the people before the danger arrives. They are often rangers or other nature types, self reliant, and explorers. All are required to have at least one knowledge skill which would be useful in identifying monsters, and most have 2 or more.

The Hunter Guardians are not officially under the command of the Queen, though they work closely with her in times of danger.

The Land Guardians

The Land Guardians were once the last line of defense- if monsters made it past the Hunter Guardians, past the boats and sea patrols- they were there to protect the people. Now that most of the people live on land rather than the island, the Land Guardians are the most numerous of the non-clan affiliated warriors. They protect the villages, the towns, the farms, the mines, everything. Due to this drastic shift in position, the Land Guardians are no longer as unified- clan rivalries and personal politics often divide the group, though they still serve to protect the whole.

The Guides

Those who can speak with spirits, those who read the omens of the gods, those who remember history, these are Guides. The Guides are given the position of judges, griots, historians, lawmakers, and elders. Guides include clerics, though anyone who takes the History skill is officially considered a Guide.

Since Guides with magic are invested with m'ana by the Queen she has a great deal of influence, though they are able to give her firm guidance without repercussions.

Date: 2009-03-08 06:16 am (UTC)
From: [identity profile] kialio.livejournal.com
Hrm, for the Guides, do they need to be invested with m'ana to speak with spirits, or is life/death outside magic?

Date: 2009-03-08 08:34 am (UTC)
From: [identity profile] yeloson.livejournal.com
It's kind of the catch-all role for the spirit/cleric types in 4E, though because it also includes folks with History, non-magic types can also be Guides. I'm thinking of it as the analogue of the griot or celtic druid/bard type- the person who has specialized wisdom that provides a level of authority and social power, especially as the keeper of tradition.

In the sense of dealing with spirits/gods, etc., it's like you had too many people, on too small of an island for generations- they had to quickly find attunement to the environment or things were going to go bad quick.

So the Queen's influence is that a lot, though not all, are invested with m'ana.

Date: 2009-03-09 02:29 am (UTC)
From: [identity profile] kialio.livejournal.com
Ah okay, I was wondering if it was a mode of life or a chosen-by-the-queen sort of thing.

Date: 2009-03-09 03:03 am (UTC)
From: [identity profile] yeloson.livejournal.com
I think it's probably more "chosen by your clan" kind of thing- they raise you as a candidate to become a cleric, wizard, and the Queen says, "I'll grant 3 initiates this year to your clan" and they pick the folks who are best fit. As far as historians, anyone who takes the time to apprentice can become one.

But that's a good question!

Whenever I first put words down about a setting, there's a lot in my head and I often have a hard time remembering what I've written vs. what's still unwritten.

Date: 2009-03-08 08:45 am (UTC)
littlebutfierce: (Default)
From: [personal profile] littlebutfierce
Y'know, I read all your posts about gaming & I get really sad--I haven't done much gaming in years. I learned how to play D&D in 2nd grade (no, really) but what I think of now when I think of my gaming history is playing D&D in high school w/a bunch of guys & getting shitloads of sexual harassment both in & out of the game & putting up w/it b/c hey, who else was I going to game w/? And my partner was involved w/a local gaming community back home but some of the racist stuff I heard coming out of that made me never want to get involved w/that either, & & &...

Anyway, I guess this comment is a long rambly sigh.

Date: 2009-03-08 08:47 am (UTC)
From: [identity profile] yeloson.livejournal.com
I post because:

a) gaming is my geek passion
b) I like to remind the old gamers and potential gamers it doesn't need to be shitty
c) I like to point out that it's a chance for world building and stories that we control

Also, Sea Goblins

Date: 2009-03-08 08:53 am (UTC)
From: [identity profile] judd-sonofbert.livejournal.com
I love the names of things, how they transition from one thing to another.

Interesting stuff.

Also, Sea Goblins.

Re: Also, Sea Goblins

Date: 2009-03-08 09:07 am (UTC)
From: [identity profile] yeloson.livejournal.com
Arahua = Erathis
Paloa = Pelor
Kore = Kord

I'm usually not such a fucking geek as to get anal about linguistics, but D&D's random mixiness of deity names has always been a pet peeve of mine.

And yeah, Sea Goblins. Goblin Pirates and a perfect excuse to have swashbuckling action and use all those neat stunt rules 4E brought in from Iron Heroes.

Date: 2009-03-09 03:38 pm (UTC)
From: [identity profile] bardofawen.livejournal.com
Goblin pirates can be really fun. I have a similar culture in one of my game worlds way back when.

I've come across your journal via various links associated with Racefail '09. It's been great to take a short break from the race discussion and browse some of your ideas. Thanks for sharing!

Date: 2009-03-09 09:01 pm (UTC)
From: [identity profile] http://users.livejournal.com/_octopod/
I'm curious about "m'ana". I assume the apostrophe represents a glottal stop, as it does in Polynesian languages (i.e. it is a consonant, a full letter). However, I understand that "mana", without the additional letter, is the origin for the concept. Why did you put the extra letter in there, and if it's in there, wouldn't it be rather more standard to add another vowel in front of it, to make it more pronounceable? Not any kind of expert on Polynesian languages or anything, just an interested linguistics geek...

Date: 2009-03-09 09:03 pm (UTC)
From: [identity profile] yeloson.livejournal.com
I'm using the pronunciation I've heard from a lomilomi teacher where I'm at. It could be incorrect as far as I know.

Date: 2009-03-09 09:09 pm (UTC)
From: [identity profile] yeloson.livejournal.com
Also: I need to take some time and do some better research for the names. I'm not a linguistics geek, but the faux-fantasy names drive me up the wall.

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