Documentos de Académico
Documentos de Profesional
Documentos de Cultura
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.
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.
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.
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.
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
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
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.