An atheistic kingdom... yep, there has to be one. Good thinking, and nicely developed.
Holy man: An especially interesting challenge to the regime would be a cleric masquerading as a sage/alchemyst, healing with divine powers what others cannot with their potions and skills - once found out, can he be indicted because he wanted to help people? Go to Comment
The use of this country in a campaign will give you conflict if you are emphasizing religion in your world.
An interesting country to add to a world with religions, much like a democracy in a world of monarchs. The existance of this place can make a good counter point to the religious world outside. If the Gods are "active", this religion could be simply an odd duck. If the Gods are only a different magic system or there is no magic involved, then this religion becomes competative with others. Go to Comment
Demogogue, the reason of the conflict between the faiths is not really an important issue. The real problem was that the two faiths could not coexist peacefully with each other. This is something that has been repeated time and time again in history. Iacon is an example of what might happen if one side didnt win over the other and the populace simply had enough of it all.
Muro, Iacon is a small kingdom, akin to Belgium or the Netherlands, not a single city. As for subtle changes, spreading across a game world, these events would be slowed by the normal pace of trade and travel, and minimized by the small size and lack of importance on the part of Iacon.
Cheka, the other Kingdoms tend to view Iacon as an anomaly and cooler heads have since prevailed, and the general consensus is that the general ban on religion will last so long as the Provost lives. Go to Comment
Hmmm...I sense my Godless World idea from yestermonth percolating here.
Very well written. Covering all major points. I dare say a peoples without faith, religion, or god reverence is a novel concept!
This is only one city, so it works very nicely! It was all about perfect timing. The people were fed up, and shown a new revolutionary course, by a charismatic new leader. Love the Plot Hooks and nuances. Thumbs up! This is a city that I would LOVE to role-play in!
To install such a campaign world overall however, would be difficult and take much detail, as subtle changes would reverberate through every aspect of life. Just a thought. I've been trying to write it. :D Go to Comment
Damn good. It smacks of the Terror in france with the new intellectuals killing all the old intellectuals.
The Peasents: Not being educated in a secular fashion, the peasentary is unable to imagine a world with out religion. And with the science of the day not being able to give all the explainations that we take for granted the people again begin to see supernatural hands in things such as illnesses, bouts of insomnia, and the weather. But instead of praying to the old gods, they have begun to pray to the Wizard Frost. And indeed a less than chivilrac Bard has been traveling the rural settlements claiming to be a Disciple of the Wizard, and delivering seromns outlining his will. The PCs are charged by the Wizard himself not only with tracking done the Bard but dissmissing any claims of the Wizards divine status. Go to Comment
I am torn on this submission. Is it possible to give a little clearer explanation of why the two religions went to war? Did they actually disagree over a certain event or did they just hate each other in the first place? Go to Comment
Nimz, the Clocktower City Stolen from chat with Muro
Nimz grew from a small archealogical site to a thriving city, its treasure being the ruins of a K'tonian city and cache. The families of the sages and scholars drew in more people, and craftsmen, and eventually anyone looking to make a gold piece, or get their hands on a bit of K'tonian paraphenalia to sell back home. A few even came to better understand what was there.
Within two generations, the artificer Gerraulf Nimz sponsored the construction and staffing of a university devoted entirely to the restoration and study of K'tonian legacies. His most visible contribution was the Nimz clock tower, a massive edifice that houses a K'tonian salvaged tension spring powered clock, rather than the normal water powered clocks. Go to Comment
The Artania Floating Shipyard
Found over six centuries ago, it was only recently that explorers were able to reach this platform of earth and stone floating nearly a mile above the ground. Resembling a shield volcano studded with quays, scaffolding, and massive hangers, the Shipyard is over 2000 feet long and 150 thick along the edges. The structure is flat bottomed and from above looks like a drifting tropical island.
Explorers using records and information salvaged from the initial K'ton site discovered that the platform was used by the K'tonians for constructing airships. It could move closer to resources like forests and mines to reduce the cost of moving goods as well as limiting the impact of large numbers of workers building a city near siad resources. Once a forest started looking thin, the platform could easily be moved to the next harvesting site to gather lumber and other goods again.
Roughly a century ago the platform was reached and less than 50 years ago K'tonian plans for airships were reverse engineered by Altibore researchers. Now a new airship can be built in about 6 to 12 months, depending on size and intended role. Go to Comment
Lighter than Air
The first airships launched from Artania were lighter than air vessels. These largely resembled small boats slung under large vapor filled bags. The alchemical cloud inside was more bouyant than air, but could be held without danger of spark or inevitable leaking associated with modern helium or older hydrogen filled Earth airships.
Propulsion was delivered by means of belt driven props mounted to the rear of the craft. A few made use of side mounted props for faster climbing, or more careful maneuverability.
Weaponry was crude and largely limited by the weight limits of the craft, and the strenght of the hanging hulls as oppossed to those supported by water. The vapor bag also proved to be a staggering weakness as it could not be armored, and was easily damaged even by medium to strong storms.
The Wooden airships would find other roles as transports, courier, and exploration vessels, as well as the playthings of the immensely rich.
Disaster in the Air
The biggest danger to these craft came from the primitive lighting used aboard the vessels. A spilled lantern could literally be the end of a ship, sending it plummeting to a fiery wreck. Storms could damage control elements, and many ships were lost in storm related crashes, or were marooned in alien locales such as deserted islands, desolate mountains, or burning deserts. Go to Comment
Further research into records available in Artania revealed lost techniques of working metals as well as building a heavier than air airship. These new ships were split into two classes, the Repulsors and the Levitators.
The repulsor craft were built around a rotating drum assembly which generated a field that pushed the craft away from the ground. By altering the characteristics of the rotating drum, this repulsion could be modulated into foreward and lateral movement, or rising or diving. Such craft were invariably small given the metal working capacity of the Kingdom who controlled the shipyard. They also suffered from the drawback that if the drum siezed up in rotation the craft would quickly crash. Few repulsor craft are built as a result of this mechanical fault.
Resembling their lighter than air counterparts, the Levitator craft are not very fast or agile. They are much more durable than the lighter than air ships, but much more dependable than the quirky repulsor craft. By using a series of floating ballast spheres, the craft is able to make itself neutrally bouyant. A degree of control can be directly asserted over this ballast system that keeps the craft floating, though the majority of ships make use of time tested geared prop systems. Go to Comment