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Wechselnder

Introduction
As humanity came into its own over time, progressing from primitive
hunter/gatherer tribes to settled agricultural communities, the art of
warfare blossomed. As civilization took hold, men bred for hunting had
less and less purpose, but instead of fading away as a relic of the past
they changed their purpose to that of warfare. Tribes had always
skirmished in ancient times, but the men who mastered war soon
proved their worth, gaining power and wealth for their communities.
But just as there were aggressors there were defenders, and the cycle
of the arms race took hold.
This knack for warfare took many forms, from new methods of metal
craft for swords and armor to new construction techniques for siege
weapons and fortifications. Some men looked to their Gods for
strength and were lent magical abilities to hurl lightning bolts and cure
the wounded. Some men sought the ability to bend magic itself,
learning the art of wizardry.
Men with ambition created armies, some bent on destruction, others
on protection. As war took hold, cities banded together under single
banners, finding strength in numbers. Warlords took charge of these
groups of cities and created the first kingdoms. But a kingdom was not
enough for some. Some would settle for no less than an empire. Fueled
by their fertile farmlands, rich natural resources, and protected
location and led by their king Ferdinand I, the Reichstahl took control
of many of the other kingdoms. For decades, the Reichstahl gained
power and land, as kingdom after kingdom fell to their superior
technology and resources. The Reichstahl Empire ruled over the
world for a century, spreading prosperity and order throughout the
land.
But as often happens, the Empire rotted from within. A worldwide
drought put increased pressure on the political structure of the Empire
to feed its people. Rebellion was imminent. Overextended and fighting
skirmishes on multiple fronts, the Reichstahl Empire eventually
collapsed in on itself, and once again warlords took control of their own
independent kingdoms. After many years, the turmoil subsided and a
balance was reached. The mark of the Reichstahl Empire was
apparent all across the world, from culture to language to technology.
But the former Empire retracted to but a shadow of what it once was.

Reichstahl: It is said that all roads lead to Stahlstadt. While Reichstahl


is no longer the center of civilization, it is still arguably the most
organized and advanced country on Wechselnder.
Cultures/Inhabitants: 15 million people inhabit the country of
Reichstahl. As the former center of civilization, the architecture in
the towns and cities is more advanced than in other places. Cities
tend to be larger and cleaner due to well-developed aqueducts and
sewage systems. Throughout the lesser cities and towns of
Reichstahl, the blood of the people has been mixed with that of
numerous races. The inclusivity of the cultures that were brought
into the Reichstahl Empire allowed for that. But there is a strong
purity movement based out of Stahlstadt. These pure-blooded
Reichstahl feel that the mixing of blood was one of the causes of the
fall of the Empire, and they seek to expunge the dilution of the
blood in favor of a master race. Once a very educated populace,
there are still a number of universities throughout the kingdom,
though they have fallen in quality significantly since the fall of the
Empire.
Landscape: The Reichstahl is diverse in landscape, from the
mountains on the borders to the serene wilderness around Lake
Schmetterling. The land is rich with farmland and well irrigated with
numerous lakes and rivers.
Wildlife: The land is known for bears and deer in the north and
wolves throughout. It is also home to a red-feathered eagle that is
the symbol of the Empire.
History: The Reichstahl Empire was once the heart of civilization,
with a vast territory stretching from Wustenland in the East to
Ebenen in the West. After the collapse of the Empire and the
sacking of Stahlstadt, the country has been rebuilding. It is nowhere
near its former glory, but it is still the most organized kingdom on
Wechselnder.
Religion: Polytheistic. According to Reichstahl mythology, 9 primary
gods and one master god rule over the heavens. They each
represent a different quality and are in turn represented by a
different metal.
o The king of the gods is known as Stahl. He is represented
by steel and his symbol is a steel throne
o Eisen god of war, represented by iron and his symbol is
an iron cross
o Stern god of the sun, represented by gold. Symbol is a
burning sun
o Silber goddess of the moon, represented by silver.
Symbol is a crescent moon
o Kupfer god of nature and the hunt. Copper. Symbol is a
drawn bow

o Kobalt god of the sea. Cobalt. Symbol is three waves


o Bronze goddess of love and wisdom. Bronze. Symbol is an
open book.
o Platin god of art and music. Platinum. Symbol is a harp
o Queksilber god of time. Mercury. Symbol is an hourglass
o Blei goddess of the underworld, taker of souls. Lead.
Symbol is a six-sided box
Language: The language is Stahlzunge, which is the common
tongue among all the people of Wechselnder.
Politics: Political structure is still technically Imperial, though the
heyday of the Empire and its true flame is long extinguished. An
Emperor rules with townships and settlements paying an annual tax
that pays for mutual defense. The Emperor is counseled by a group
of 9 Viziers, Archmages who wield powerful magic. The Council of
Viziers is the largest and most organized magical society in the
land, and they run a magic college called The Hochschule that is the
finest in the world. There are two symbols that signify the Emperors
rule. One is the Iron Crown, which signifies rule over the sovereignty
of Reichstahl. The second is the Steel Throne, which signifies the
Emperors role as the head of the church.
Weaponry: Favor heavy weapons such as axes, maces, and big
swords. Also employ War Elephants borrowed from Wstenland.
Technologically, the weaponry of Reichstahl is more advanced than
any other nation. The Reichstahl smiths are the best in the world as
is Reichstahl steel. It was here that plate mail was perfected, and
though this military technology has spread throughout the world,
one can still find the best metal work here.
Stats: 150,000 square miles. 29,667 villages (450 pop each), 180
towns (5,000 pop each), 32 cities (11,719 pop each), 2 Big Cities
(37,500 pop each), 300,000 isolated population. 44 settled castles,
15 wilderness castles, 3 abandoned castles; 113 settled keeps, 37
wilderness keeps, 7 abandoned keeps; 68 settled towers, 22
wilderness towers, 4 abandoned towers. Biggest city is Stahlstadt
which supports over 40,000 inhabitants.

Nordabfall: Said to be descended from an ancient race of Frost


Giants, the towering people of Nordabfall are proud and ferocious
warriors. They were never conquered by the Reichstahl Empire, but
that is mostly because 90% of the country lies above the frost line and
is permanently frozen.
Cultures/Inhabitants: The people of Nordabfall are called Nordmen.
They are tribal by nature and they survive by hunting everything
from Whales to Walrus to the great Dire Bears and Dire Wolves that
roam the frozen wastes. They believe they are descended from Frost
Giants, and they certainly have traits to match that claim. They

average 7 feet in height and are very resilient to low temperatures.


Men and women are seen as equals in the Nordabfall society ones
prowess in battle and strength are the measure of a person. Magic
is seen as dangerous by the Nordmen, and it is rare to see a mage
in the north. The practice is not forbidden or feared, but mages are
seen as a little bit off their rocker.
Landscape: Nordabfall lies mostly above the frostline, so there is
snow on the ground year round. A large glacier and ice pack lies
between Reichstahl and the northern wastes. As one travels further
north, the landscape gets hillier and eventually gives way to
mountains. It is said the mountains continue to climb until they
reach the foot of the heavens, where the gods look down on
humanity.
Wildlife: Lying mostly above the frost line, the ground is in a state of
permafrost. Still, fauna persist, from Caribou who eek out a living
eating the short brown grasses that grow on the tundras to the
giant Dire Bears and Dire Wolves who prey on the Caribou (and
Nordmen). There are also evergreen trees that survive in small
copses around the tundra. These trees are fed upon by wooly
mammoths who live throughout.
History: The Nordabfall has always been a lawless country where
the fittest and strongest survive. The people, said to have
descended from Frost Giants who lived in the northern mountains,
have always lived in nomadic tribes, following the herds of caribou
and mammoth as they range for food.
Religion: Polytheistic. Gods represent major aspects of life in the
north.
o Wooden, The All Father: Chief of the Gods and ruler over
storms. His symbol is a lightning bolt.
o Torbjorn, God of Warriors and Smiths: the son of Wooden
and the god prayed to by warriors and smiths. Torbjorn is
said to have brought the secret of steel to humans, in
defiance of Woodens orders. His symbol is a doubleheaded axe/hammer.
o Lafnir, Goddess of the Hunt. Daughter of Torbjorn. She
carries a silver spear and rides on a white stallion. Her
symbol is a pair of caribou antlers.
o Njord, God of the North Wind. His symbol is the blowing
wind.
o Thrud, God of Animals. His symbol is an animal track.
o Freya, Goddess of the Family. Her symbol is a hearth.
o Night, Goddess of Dreams. Her symbol is a cloud over a full
moon.
o Magnus, God of the Dead. His symbol is a trident.

o Kendris, the She-Wolf: this goddess appears as a 10 tall


black wolf. She is the mother of all wolves, and it is said
that the dire wolves that roam the north are her priests.
Her symbol is a canine tooth.
Language: Nordmen speak Nordic, a tongue very close to that
spoken in Reichstahl.
Politics: Tribes are built around religion, with theocratic leaders
heading up small groups that are loyal to individual gods. In an
area, it is typical for the religious leaders to hold summit meetings
as a way to keep the peace, but there is no central government to
speak of.
Weaponry: The Nordmen are not technologically savvy, but they
make up for lower quality weaponry with the fierceness of their
combatants. They favor spears, axes, and clubs. A special breed of
their warriors, known as the Wolfbrder capture and train the great
dire wolves of the north as mounts. These huge snarling beasts
strike fear into anyone they ride against, making them a vital part of
the Nordabfall military.
Stats: Population 300,000 square miles. 3 million pop. 1 major city
(pop 30k), 10 villages of around 450 and isolated tribes of between
30-100.

Ebenen: Though this land shares a common name, there is little it has
in common. This is more of a defined area than it is a defined country.
Most of the expansion of the Reichstahl took place into the area known
as Ebenen, and when they conquered it, they joined the five distinct
racial groups into one.

Cultures/Inhabitants: Five distinct racial groups make up the people


collectively called the Ebenese. In the Eastern portion of the
country, in a series of flat plains, live the Pferdenleute. These are
master horsemen who are practically born in the saddle and are
excellent mounted archers. On the Western portion of the country,
in the North, live the Kleinens, a bold group of warriors that have
specialized in swordsmanship and have taken it to a high art form.
They use small, agile blades and tend to fight with little to no armor.
On the Western edge of the country, in the thick forests, live the
Waldleute. These people are expert bowmen, favoring short,
composite bows. They make their homes in the trees and are expert
climbers. In the south, two groups live side by side. The fair Meerish
and dark skinned Dunkleute have developed a symbiotic
relationship, melding their societies for mutual benefit. Both groups
are masters of the sea, piloting agile and quick ships armed with
cannons that use a magic blasting powder only they know how to
create. The entire area is ruled by warlords who each carve out a

part of the Ebenen for themselves, viciously defending it from


potential encroachment.
Landscape: The Ebenen is varied in landscape. In the East is a vast
plateau. In the West is a large forest. Mountains, rivers, and lakes
are interspersed throughout. The entire area is fertile and warm
year-round.
Wildlife: Varied wildlife are scattered through the country. Of note,
there are large herds of wild horses that live on the Ebenese plains.
Ebenen is also the hunting range of the giant Roc, huge birds of
prey who rule the skies.
History: The people of Pferdenland grew up next to the wild horses,
and they based their culture around the ways of the horse.
Together, horse and man prospered, and the Pferdenleute came to
rely on the horses for everything from transportation to milk to
clothing. They are a proud people, and were the first to fall to the
Reichstahl Empire, who incorporated them into their military
machine as light cavalry. The Kleinens originally hailed from the
island of Felseninsel, but they established their own culture and
lived in relative peace. They eschewed fighting whenever
necessary, focusing their society on the development of art,
architecture, literature, and the culinary arts. They built grand and
ethereal cities, similar in appearance and color to coral reefs. They
became fierce warriors, crafting blades that were nimble and sharp
that they wielded with expertise. Their armies were ill-equipped to
resist the crushing strength of the Reichstahl forces, and their lines
crumbled swiftly. The Waldleute are said to be descended directly
from the apemen who lived in the very forest they call home. For
millennia, they have lived in these trees, living in primitive tribes
and hunting and gathering their sustenance. They escaped the
notice of the Reichstahl for years, and once the Empire knew about
them, it took years more for the jungle people to be routed out. The
Meerish people lived along the coast, learning to sail the waves and
live off of the sea. They created great cities that floated on the
water by lashing together pontoons that rose and fell with the
waves. This kept them safe from predators and other invading
cultures, allowing them to develop on their own. Along the way,
they merged with the Dunkleute, an offshoot of Wustanis who left
their desert homes and took to the seas. The Meerish and
Dunkleute formed a hybrid culture to the benefit of both. Though
the portion of the Ebenen that the Meerish and Dunkleute controlled
was taken over by the Empire, they say that they were never
conquered as many of the people just took to the waves to escape
the yolk of the conquerer.
Religion: Little in the way of religion has permeated the Ebenese
culture. Prior to control of the Reichstahl Empire, the people

worshipped magic, which is solely practiced by women, formally


called The Witches. There are pockets who follow the Reichstahl
dogma, but most have reverted to the pagan practices led by The
Witches.
Language: There is no common Ebenese tongue. Each of the sub
races speaks its own language.
Politics: With control of pockets managed by warlords, there is little
in the way of centralized government. It is believed that The
Witches pull political strings from behind the scenes, but that is
unproven, and they certainly have not moved to craft any organized
political system.
Weaponry: The Ebenese favor smaller weapons, wieldable from
horseback. They also tend to use shields and wear lighter or no
armor. While the Reichstahl smiths are known for the quality of their
steel, the craftsmanship of Kleinen swords are a close second. The
artistry and fine metalwork that goes into these blades is certainly
unmatched.
Stats: 250,000 square miles. Population 30 million. 59,334 villages
(450), 360 towns (5k), 63 cities (12 k), 5 major cities (30k). 141
castles, 352 keeps, 211 towers

Zerbroch: To the south of Reichstahl is a series of islands that have


long resisted the yolk of both the Reichstahl Empire and encroachment
from Wustenland. They have at times been at war with one or both
Empires, but are currently peacefully trading with Wustenland. There
continues to be bad blood between Reichstahl and Zerbroch.
Cultures/Inhabitants: The Zerbrochi are a boastful and colorful
people. They have exotic tendencies borrowed from the Wustani
influence on their culture. They tend to wear colorful and light-fitting
clothing and are excellent sailors and fishermen. Zerbrochi tend to
be light hearted but are also incredibly competitive. They eat a very
healthy diet of fish, fruits, and vegetables.
Landscape: Zerbroch is a series of lush and fertile islands the land is
hilly, causing the Zerbrochi to build tiered farm plots and villages
that seem to cling to the side of mountains.
Wildlife: Mostly small fauna live on the islands, including rabbits,
squirrels, and snakes. The waters around the islands are thick with
fish. An old Zerbrochi saying goes that a man only need reach into
the water to be a successful fisherman. That is of course an
exaggeration, but it illustrates the point in a typical Zerbrochi boast.
History: The islands were once independent kingdoms, but they first
banded together when the Wustani Empire sought to gain control of
them. The kings banded together, reluctantly at first, and as a
group of free people pushed back a dictator. Shortly afterward, they
were invaded by Reichstahl, and they were forced to relinquish the

mainland portion of their lands. But their superior sailing techniques


managed to keep the Reichstahl out of the islands, for the most
part. After the immediate conflicts were averted, the Zerbrochi
kings decided to make their pact more permanent. They established
a capital and held open elections to install a single ruler over the
entire country. The kings became governors of their islands and
reported up to the supreme ruler of Zerbroch, the Pope.
Religion: Monotheistic. Religion here outlaws the use of magic,
seeing it as an affront to the one true God Almighty. The Zerbrochi
God is a harsh but fair God. He holds his people to a high standard,
but rewards them for their good works in his name.
Language: The common tongue of Zerbroch is Zerbrochi. Islands all
speak various dialects of this main language, though none is
different enough to be considered its own language.
Politics: The city-states are each run by a Governor who meets
quarterly in the capitol. The Council of Governors is led by an
elected Pope who is the political head and the religious head.
Elections are held every 10 years.
Weaponry: The Zerbrochi have a fairly underdeveloped military.
They favor short swords, spears, slings, and shields. The island of
Kreig has perfected the phalanx technique and have won many
battles using it. The Kreiger culture is based on military efficiency,
with service being mandatory and youth learning combat from an
early age.
Stats: 25,000 sq miles, 2.5 million population . 5,000 villages, 30
towns (5k pop), 6 cities (10k pop), 1 major city (12,500 pop). 12
castles, 30 keeps, 17 towers.

Wstenland: Far to the east, an Empire stretches across a desert. For


centuries, the western edge of that Empire has been trading and
communing (and occasionally warring) with the people of the western
continent.
Cultures/Inhabitants: The Wustani are actually a conglomeration of
people that are ruled by a single Empire far to the east. They are a
dark-skinned, dark-haired people who wear light-colored clothing
and wrap their heads in elaborate head scarves called kapfas. The
men of this Empire are fierce warriors, fighting with curved scimitars
from the backs of lightning-fast steeds. The culture is steeped in
tradition, with ceremony held above all else. And there is very
nearly a ceremony for everything the Wustani do, from waking in
the morning to mounting their horses to the way they wear their
swords and kapfas.
Landscape: The landscape of the Wustani Empire is as varied as it is
vast. The eastern portion of the Empire is build around a massive
river, called the Ilabani, that brings life to the desert is flows

through. As it floods its banks each year, it deposits rich and fertile
silt, which is used to cultivate vast farms of a variety of vegetables,
from peppers to squashes to tomatoes.
Wildlife: Snakes, scorpions, jackals, and the flesh eating scarab
beetle are the most notable wildlife in the area. The Ilabani river is
also home to crocodiles. Most of the area around the river is lush
with vegetation for most of the year, but beyond about a mile out
the landscape shifts to desert.
History: The history of the Wustani Empire is ancient. The main city
on the western edge of the Empire is called Maghreb, which means
the place of the sunset. It has stood for centuries, growing as the
Empire grew. Many of the Emperors have come to Maghreb to be
buried, and they had huge statues and monuments built in their
honor.
Religion: Henotheistic (involving devotion to a single god while
accepting the existence of others). The Wustani see religion as their
eternal law, separating it from terrestrial law but also
understanding it in human terms. The complex religion features a
single god called Brahma and a number of sub-gods, known as
devas. Followers worship Brahma, an elephant-headed god with four
powerful male arms and the legs of a beautiful woman who holds up
the Earth. They also choose a personal deva that they pray to in
addition. Many of the devas are female, striking in that that culture
is very paternalistic. There are hundreds of devas, representing
things as broad as war or prosperity and as specific as individual
animals. Devas often appear with multiple arms and/or body parts
of animals, like heads and tails and wings.
Language: The many cultures of Wustenland speak numerous
languages, but they also speak a common language known as
Wustani.
Politics: Wustenland is an Empire, ruled by an Emperor who lives far
to the east. Maghreb and the area around the Ilbani River is ruled by
a regional governor.
Weaponry: The Wustani are structured warriors. They use scimitars
and use large amounts of cavalry in their battles. Infantry use long
pikes and tower shields. They also employ war elephants in battle,
loaded up with a half dozen archers apiece. They also have a strong
naval force.
Stats: The population of the Wustani Empire is well over 100 million
people. The city of Maghreb is a walled fortress, but few other
settlements exist in the desert.

Felseninsel: Due north of Ebenen, across the icy Northern Sea, is a


large island almost perpetually shrouded in mists. Towards the middle
of the Reichstahl Empires reign, they invaded the island and held

the southern tip for several decades, but they eventually were pushed
out by a ferocious native population that refused to be conquered.
Cultures/Inhabitants: The people of Felseninsel are hardy and
strong. They have a feudal society, with a stratified caste system
ranging from the king to barons to knights to peasants. Most of the
people can live all their days without even seeing a knight-lord. The
simple peasants mostly form small villages that range in size from
50 to several hundred people, and they are largely farmers and
tradesmen. The people have a strong sense of patriotism for their
way of life, and even though most of the population lives in abject
poverty, they love their king and their country.
Landscape: The lands of Felseninsel are hilly and rocky but fertile. It
is perpetually moist and cold, with either rain, drizzle, or a wet mist
hanging in the air. Though the landscape is full of rocks and
boulders, nearly all of them are covered in a growth of a thick moss
that thrives here. This moss is used for all manner of things in
Felseninsel, from roofing to home insulation to fire-making. The
earth is a dark black color, full of nutrients, and plants thrive here.
Wildlife: Fauna is diverse as well, including several species of
wolves, bears, deer, foxes, rabbits, and a diverse bird population.
There are also horses and unicorns as well as the fearsome owlbear,
a creature that lives in the highlands and preys on humans who
stray too far from civilization. There is also rumored to be a
population of Fey creatures who live in Felseninsel (and who lent
their support to help the King reclaim the lands from the
Reichstahl).
History: Felseninsels history is shrouded in myths and legends,
making it difficult to decipher fact from fiction. Originally the people
were individual groups of tribes who fought amongst each other.
This made the initial invasion of the Reichstahl a relatively simple
matter. About the same time the Reichstahl Empire invaded, a
young visionary named Arthur began to bring the tribes together,
eventually forging an army, then founding a fortress and castle on
the Tiberius River at the edge of the Reichstahl lines. In a single
battle, Arthur solidified his reign and significantly pushed back the
Reichstahl forces, earning him the nickname The Lion of
Felseninsel. This effort also created a sweeping patriotic
movement, and before long Arthurs castle, now called the Lions
Den, was swarming with peasants and soldiers willing to fight for
their freedom. Over a decade-long campaign, he eventually
managed to push the Reichstahl completely out of the country.
Renaming his castle Lionden, King Arthur ruled over his people for
another 20 years, seeing peace and prosperity reign supreme.
Religion: Celtic mythology. Druidic magic/religious blend.

Language: The people of Felseninsel speak Felsen, a lilting language


that is a cross between the hard edges of stahlzunge and the native
languages spoken here before the Reichstahl invasion.
Politics: Political organization is Feudal, and the land is currently
held by a single King. When the latest king took over, the great
grandson of Arthur, he wanted to look to the future, and he turned
his back on the Felsen religion. There is a brewing
opposition/rebellion to his rule, led by the druids, who are gaining
traction despite the deep patriotism and loyalty to the crown.
Weaponry: Before the Reichstahl, the Felseninsel people had
become adept iron smiths. They crafted huge swords called
claymores and also wielded metal studded greatclubs, axes, spears,
and heavy hacking blades called cutlasses. They wore furs and
employed leather studded armor as well. After Reichstahl influences
pushed their technology into the steel age, they incorporated more
complex chain and plate mails as well as more technologically
advanced versions of their original weaponry. The main military
invention of the Felseninsel is the Long Bow, a technology that
contributed to many successes in battle.
Stats: 75,000 square miles. 3 million population. 6,000 villages (450
pop), 36 towns (5k), 7 cities (10k), 1 big city (Lionden, 15k). 14
castles, 35 keeps, 21 towers

Villdinis: It is rumored that there is a wild continent to the south of the


main continent that is wild and full of strange beasts. No one who has
sailed past a certain point south has returned, so these rumors are
unsubstantiated. It cannot be denied, however, that on occasion large
sea creatures in the southern ocean have attacked ships.
Questions
Are the laws of nature and physics actually different in this world,
or are they the same as in real life? How does magic fit in? How
do magical beasts fit in? Physics are the same. Magic is a method
developed to enhance warfare and defense. Some sought out
magic from their gods and others learned to master the magical
energy manipulation themselves.
Is this generally an earth-like world? Is it an alternate Earth?
World is generally Earthlike. It is based heavily on Western
Europe
Are there different human races, whether or not there are nonhumans like elves or dwarves? How does the cultural and ethnic
diversity of this world compare to the real world? There are only

humans. Cultural and ethnic diversities are similar to our world.


Possibly have different racial abilities for each of the different
nations.
How long have there been people on this world? Did they evolve,
or did they migrate from somewhere/when else? Humans have
been evolving for centuries, rising from primitive tribes to small
villages to towns, cities, and empires
How many people are there in this country? How does this
compare with world population? What is considered a small
town/large town/city in terms of number of people? See above.
Population about 56 million total
Where does magic power come from: the gods, the mana of
the world (as in Larry Nivens Warlock stories), the personal
willpower or life force of the magician, somewhere else? Is magic
an exhaustible resource? If a magician must feed his spells with
his own willpower, life-force, or sanity, what long-term effects will
this have on the health and/or stability of the magician? Do
different races/species have different sources for their magic, or
does everybody use the same one? Magic is the manipulation of
energy that is present everywhere. Two methods exist for
manipulating: the first is to be granted the abilities through
divine intervention. The second is through the arcane study of
direct manipulation. The divine method is quicker, but less
powerful, whereas the arcane method takes longer and is more
difficult but offers greater power.

In which geographical areas will the story take place? How much

ground will the story cover? What are the most striking features of
landscape, climate, animals, etc. in this area? How will these
features affect travel time, communication, etc.? World is based on
Europe (slightly smaller). Flora and Fauna are similar to what is
found there.
If there are non-human inhabitants, are there any areas they
particularly claim as their own (e.g., dwarves traditionally live
underground, usually in mountains)? No non-human populations.
However, should I consider other intelligent races? I dont want the

typical dwarves, elves, etc. But what about other types of intelligent
creatures? What does that add or detract from my story? For one, it
requires a whole different society development.
Have human activities affected climate, landscape, etc. in various
regions? How? (Example: Sahara Desert growth has been increased
by over-farming.) If this is an alternate earth, will the alternate
part change existing effects? (If there are no people in N. Africa,
desert growth is probably slower.) Not significantly
How do differences from Earth (multiple suns, moons, etc.) affect the

climate in various areas? None


How much land is in each of the equatorial, temperate, and polar
zones? See Europe

Where are major mountain ranges? Rivers and lakes? Deserts? Forests,
tropical and otherwise? Grasslands and plains? See map
If there are imaginary animals (dragons, unicorns, etc.), how do they
fit into the ecology? What do they eat? How much habitat do they
require? Can they live anywhere, or do they prefer or need specific
kinds of climate or terrain? Are they intelligent and/or capable of
working spells, talking, etc.? I like the idea of dragons. No creatures
should be intelligent. I also like the idea of dire animals running
around. Mostly I should avoid fantasy creatures, with key
exceptions.
Which areas are the most fertile farmland? Where are mineral
resources located? Minerals are very present in the PROTOHEGEMON
area. The Spain/France area is the most fertile farm land
Which peoples/etc. are considered the most civilized? Which are most
technologically advanced? Which are most magically advanced? Least
advanced? Why? ???
Is there a single, generally accepted calendar (including time
measurements), or do different countries or peoples or races have
different ones? Need to develop calendar
How many languages are there? Which ones are related (e.g., the
Romance languages) and why? Which languages borrow words or
phrases from other languages? Which is likely to be most widely
spoken? ddd
Is there a trade language that facilitates commerce between
countries that dont speak the same tongue? Is there a universal

language spoken by educated or noble persons, as Latin was in the


Middle Ages? ddd
Who are the heroes and villains of each countrys history (e.g.,
Washington and Lincoln in the U.S.; Henry V in England, etc.)? Why are
they heroes/villains and what do this say about the country and the
people who admire them? ddd
How diverse is the population of this country how many different
races (human or non-human), creeds, etc. normally live in various
cities and towns in this country? In what percentages? ddd
Is population shifting from rural to urban, south to north, mountains to
coast, etc.? Why invasion, plague, gold rush, etc.? What effects has
this had on the places being left? The places gaining people? ddd
Is magic legal here? All magic, or only some types? Do laws vary widely
from country to country, or is the attitude generally similar? ddd
What does this country import? Export? How important is trade to the
economy? How is currency exchange handled, and by whom? What is
the system of coinage, and who mints it? ddd
Which peoples/countries/races have been in conflict in the recent past?
Why? When and why was the most recent war? Who won? ddd
Which peoples/countries/races fought, allied, traded, or were
traditional rivals? Where are there still hard feelings about old events?
ddd
How much of the country is farmland? Forest? Desert? Mountains?
Plains? ddd
What are the primary crops (e.g., potatoes, cotton, tobacco, coffee,
rice, peanuts, wheat, sugarcane, etc.)? Are any grown mainly for
export? What crops can not be grown here because of the soil, climate,
or for other reasons? ddd
What water resources available, and for what uses (a mill wheel
requires flowing water, i.e., river or stream; irrigation needs a large,
dependable water source like a lake or large river: etc.)? ddd
What wild animals, actual or imaginary, live in this area? Are any of
them potentially useful e.g., for fur, whale oil, hides, magical
ingredients, hat feathers? ddd
Which animals, actual or imaginary, are commonly domesticated in
this area? Which arent here, but are elsewhere? (Example: water

buffalo in India vs. oxen in Europe vs. camels in desert areas.) ddd
How do most of the citizens make their living farming, fishing,
trade, manufacturing? Do non-humans tend to take up different
trades from humans? Are they legally limited to certain trades? ddd

POSSIBLE PLOT:
For a century, this peace endured, but ambitious men have an
insatiable appetite. The young Crown Prince TYRANT II of HEGEMON,
the remnants of the PROTOHEGEMON EMPIRE, sought retribution for
the fall of the PROTOHEGEMON people. He created a nationalistic
fervor among his kinsmen, and convinced his people that the problems
they faced were the fault of the Northern Tribes who provided them
meat and fur, taking away their ability to hunt. He blamed their lack of
water for irrigation on the SOUTHLANDERS, who greedily took water
from LAKE WATER SOURCE for their own lush farmlands. And he
blamed the WESTERN KINGDOM for their lack of wealth because of the
aggressive mining the WESTERNERS do in the WESTERN MOUNTAIN
RANGE. TYRANT II whipped up this fervor, playing on his peoples fears,
until they rose up and toppled his fathers government and beheaded
their own king in an act of total rebellion.
Outwardly reluctant at first, TYRANT II accepted the mantle of
leadership, and for a decade he consolidated his power and secretly
raised an army. He knew his army needed an edge, so he borrowed
from other cultures tactics, stating he was merely reclaiming the
ancient PROTOHEGEMON ways of war. He improved these
technologies, advancing military science in leaps and bounds. But his
greatest achievement was borrowed from the East. Wanting a superheavy cavalry regiment, he brought war elephants to HEGEMON and
outfitted them with armor, archers, and ballistas. He trained an entire
corps of his army to use these deadly war machines.
During these 10 years, TYRANT II also consolidated his political power.
When he was a boy, TYRANT II had been told by a soothsayer that he
would rule the world but that he would be killed by a WIZARD. Once
TYRANT II took power, he set about rounding up anyone who exhibited
the ability to wield magic and outlawed its practice. Just as he had
successfully used other nations as scapegoats to gain power, he
lumped the lions share of the blame on the WIZARD. Anyone
discovered who could wield magic was whisked away and never heard
from again. Those harboring WIZARDS were put on trial for treason and
hanged.
By the time all was ready, the army of the HEGEMONS was no secret.
As they marched into neighboring kingdoms, little resistance faced
them. Within the first year of the war, the HEGEMONS had quadrupled
their land and had fought only one major battle, which had been a
decisive victory. A decade later, 20 years after he had seized power,
TYRANT II had taken over half the world. His armies were feared and it
seemed no one could stand in his way.

Heros story
Trope 1: There is a hegemonic evil force dominating the world; a group
(or groups) opposes this force from the shadows
Trope 2: The hero has some ability no one else has; he must use this
ability to defeat the hegemonic force
Trope 3: The hero is ignorant of the truth of the world
Trope 4: The hero starts with a group of protectors/guides to help him
on his quest
Trope 5: The bad guy/hegemonic force is/are aware of the hero and
is/are actively trying to destroy him
Base things on Europe. A series of independent kingdoms and tribes.
One guy decides he wants to rule them all. He has a whole racial
superiority thing like Hitler. As the legend goes, he makes a deal with
the devil. He gets to rule the world as long as he lives. That was a
hundred years ago.
Is there a resistance? Is the deal with the devil real? How has he lived
so long? The idea is that the hero will have to collect items of power
that will allow him to kill the warlord. Each item requires a quest. The
final item is a multi-part item to make a sword one of the elements is
a strand of the warlords hair. So what is the warlord?
Or we could go with a whole prophecy thing. The warlord is told he will
rule the world, but he will be destroyed by the son of Skywalker, or
whatever. So he goes around decimating the members of whatever
group might spawn that hero. This seems to be a common trope as
well the bad guy is aware of the heros destiny and actively tries to
stop him.
Fantasy setting should turn standard elements on their heads, giving
them a twist.
The heros path needs to be laid out from the beginning.
Idea of making the hegemonic evil force a force of law instead of
chaos. I like the idea of a religious hegemony
Name
Cultures/Inhabitants
Landscape
Wildlife
History
Religion
Language
Map

Politics
Folklore

What is the big evil? What is the savior going to do? The
domination of the Romans is destroying other cultures, so
the savior is protecting those cultures and setting people
free. But what is the quest for? What is the Boon?THE
ORDINARY WORLD. The hero, uneasy, uncomfortable or
unaware, is introduced sympathetically so the audience can
identify with the situation or dilemma. The hero is shown
against a background of environment, heredity, and personal
history. Some kind of polarity in the heros life is pulling in
different directions and causing stress.
THE CALL TO ADVENTURE. Something shakes up the
situation, either from external pressures or from something
rising up from deep within, so the hero must face the
beginnings of change.
REFUSAL OF THE CALL. The hero feels the fear of the
unknown and tries to turn away from the adventure, however
briefly. Alternately, another character may express the
uncertainty and danger ahead.
MEETING WITH THE MENTOR. The hero comes across a
seasoned traveler of the worlds who gives him or her
training, equipment, or advice that will help on the journey.
Or the hero reaches within to a source of courage and
wisdom.
CROSSING THE THRESHOLD. At the end of Act One, the
hero commits to leaving the Ordinary World and entering a
new region or condition with unfamiliar rules and values.
TESTS, ALLIES AND ENEMIES. The hero is tested and
sorts out allegiances in the Special World.
APPROACH. The hero and newfound allies prepare for the
major challenge in the Special world.

THE ORDEAL. Near the middle of the story, the hero enters
a central space in the Special World and confronts death or
faces his or her greatest fear. Out of the moment of death
comes a new life.
THE REWARD. The hero takes possession of the treasure
won by facing death. There may be celebration, but there is
also danger of losing the treasure again.
THE ROAD BACK. About three-fourths of the way through
the story, the hero is driven to complete the adventure,
leaving the Special World to be sure the treasure is brought
home. Often a chase scene signals the urgency and danger
of the mission.
THE RESURRECTION. At the climax, the hero is severely
tested once more on the threshold of home. He or she is
purified by a last sacrifice, another moment of death and
rebirth, but on a higher and more complete level. By the
heros action, the polarities that were in conflict at the
beginning are finally resolved.
RETURN WITH THE ELIXIR. The hero returns home or
continues the journey, bearing some element of the treasure
that has the power to transform the world as the hero has
been transformed.

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