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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: 2009-03-09 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!

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