The Crown of Brennèl has been the royal insignia of the rulers of Brennèl ever since it was given to its legendary founder Devon Bren I by the dwarves of Amlaithir, over 1300 years ago.
A shining silvery surface, the crown is obviously a piece of outstanding craftsmanship. Delicately wrought, with fine spires protuding above the head, one delicate spire protuding downwards at the front, covering the centre of the forehead and a thin metal net covering the head and around the ears to help keep it firmly in place. Its only decoration is a diamond at the front.
It's symbolism of the sovereignity of the Emperor is more than just figurative however. It is made of Dragon Silver and effectively protects the wearer from any kind of mind-affecting magic, demonstrating that the emperor answers to no one, by mundane or magical persuasion.
In Brennèl, the crown has given rise to the saying to have 'an Emperor's mind', indicating someone stubborn and unruly, who clearly won't be swayed by anyone. Go to Comment
The magic needs to contact or attempt to penetrate the silver somehow. The crown in the example above is pretty useless against a fireball. But, it protects the upper head entirely, making the mind impenetrable to magic. Go to Comment
Don't give up all hope. But if you take a careful look at the site you will see almost no numbers, stats, or algorithms of any sort. Those submissions that do have them are usually railed with, not negative, but certainly not positive comments.
I am certain that there are plenty of places that would love this stuff, it is simply that this site was designed around ideas, not hard numbers or level progressions and such.
Found the article a little interesting, just not horribly inspiring for anything.
(And having D20 in the title didn't help anything as we are VERY, protectively game NONspecific. Go to Comment
I have to be honest...Other than respecting the obvious thought you put into the article, this might be one of the most boring submissions I have ever read.
Here's an easier system. Make up whatever demographic you feel like you need off the top of your head when necessary. Any GM who simply knows his or her world, can use some common sense when it comes to figuring out how many wizards are in yonder village and what level they are.
Dont go by me...I'm sure there are people here who will love the math, charts, and figures, but for me...eeek! Go to Comment
To be honest, I was never a big fan of demographics and largely ignored them for a long time. Certainly they will never be allowed to obstruct a storyline in my campaign. If I need a high level character in a tiny village, I'll place one there.
The"Medieval demographics made easy" article linked to above, however changed that, as I found that dablling with the numbers opened up a multitude of considerations I hadn't paid attention to before.
My "four maxims for world bulding" article (http://www.strolen.com/content.php?node=2606) stresses among others, making connections in relation to aspects of it.
While the numbers in themselves are not neccesarily useful, it does lead to some interesting considerations for a setting: How many people actually receive training to a degree they qualify as one what you'd call the adventurer classes (personally, I think 'adventurer' is a very arbitrary concept. If anyone describes themselves as such in my game, people will perceive them as dilettantes).
A martial society will probably have more trained warriors than your average kingdom. Personally I think when you look at ancient Sparta, you have a society that is such a thourough concept, it would fit right into a fantasy setting as a 'fantastic' but still very neat society. Everyone's a trained warrior? ok... It also impacts considerations about magic guilds. It gives you an estimate of how many wizards there might be active in a given kingdom. Sufficient for large guilds? if not and you have one, it is worth considering what special conditions there are that makes magic so accesible to the common people.
Hvaing such a framework also gives you some idea of just what it means for characters (or NPCs) to progress to the higher levels. Can a character really progress to the 18th level and still be generally unknown? No. On the contrary, they likely become veritable celebrities, at least in the areas they have frequented the most, rulers should be offering them lands and titles as the common people will want such distinguished people to govern them far more than your average nobleman. They will be feeling the pressure of taking up responsibility in society; wizards will receive petitions to take up seats as head of mage guilds, fighters to accept leading positions in the armies and so forth.
In the same way, NPCs should follow the same pattern. Contrast it to Forgotten Realms, where you can have random 20+ level wizards inhabiting cities and towns that don't really impact much more than their local community. Such people should be known far and wide in countries far from where they live. Fame and high standing is price to pay for power and should be a difficult bullet to dodge.
Of course all of this is fairly superfluous if you don't demonstrate them in your game. Personally, I make sure that my players know where they came from and if they have any responsibilities concerning family, etc. A wizard coming from common ranks will, in a setting where they are not that common, probably be brought up with a sense of expentancy and responsibility. the one the family have vested their hopes and finances in. Go to Comment
The problem is, only a few people will actually read them and comment on them which is a shame and hence nearly not worth it. Look at al lthe articles we have placed up since v2.0, comment/ read ratio vs a normal submisison of another kind if not even. Go to Comment
People argue about the true form of the beasts known as "Bloodtouches", since they seem to take dozens of forms. Unfortunately, their bite's effect isn't in doubt. Anyone bitten by the bright crimson beasts rapidly loses all hair; their skin color shifts to bloody red. Many people fear those under this curse; villages of blood-skinned outcasts huddle in the wilds.