Idea Guild > Setting Forge

Worksheet Settings

<< < (2/2)

MoonHunter:
MoonHunter's Worksheet V2.2

7Cs: Consistancy, Connection, Chrome, Cycle, Conflict, Control, Continuity

(X) Conception
(X) Bits
(X) Sift and sort
(X) Top down process (__)(__)(__)
(__) Bottom up (__)(__)(__)
(__) Polish

Listings

Themes and Images:
1) We have vampires as immortal nobles, whos will is enforced by Werewolves and other Night/ Moon Breeds, running an army of undead skeletons and zombies, ruling over a society of Humans.
1b) There will be different gentes/ bloodlines of ectomorphic parasites that grant their powers in exchange for lifeenergy
2) From this point forward, we will never use the words Vampires, Werewolves, etc. We will use cool poetic names like Blood Lords, MoonKnights, etc.
3) All magic will be empowered by Blood/ life energy.
4) The naming convention shall be poetic.
5) The society is static and ritualistic.
5b) I see big dramatic buildings.
6) For Drama, we should have the Empire of the Scarlet Moon just take over a human society... so there is friction. Secret rebellion
7) Something has occured and now the world is in perpetual twilight (day being light twilight, night be dark twilight).  Perhaps Fog?  Now the Empire has taken over.

Worlds Specs:
Three tightly knit Aussie sized continents. General Earth world. There might be "new lands" out there somewhere.

Terrain:
Varied. depends on

Flora/Fauna:
Earth Standard. All the monsters around here, except for Gargoyles (who should be baboon/ chimp smart), are intelligent.

Resources:
What you would expect when you expect it.
Blood is symbolic for life energy, a carrier.  Life Energy empowers magic around here. Thus blood, freshly removed, has power. Blood properly preserved can be used as a manna battery.

Races and Peoples:
Humans. There are four Human subspecies. From an outsiders perspective, all these people will have vaguely asian shaped eyes... slightly larger (anime influenced). All of these people will have very little body hair. They will also be more durrable than Humans from other spheres.

Aklani Heavy Set, square jawed, dark skinned. They come from the Hot Lands. (Think African American + Korean)

Selen: Fair of skin, Red and Blond of hair, pale of eyes, graceful and thin of limb. This is the majority of the Children (of the Empire).

Westeners: (Europeans) Middle Sized, Brown to Blond, Blue to Green eyes, fair to moderate skin. (While these are the "new kinds" of people... it is interesting to note that the really, really old blood lords are from this stock).

Zelmet: (Aegyptians) Dusky skin, black hair, eyes in the browns to greens, but Selen in terms of shape build and feature.  They belong to a people who had a great empire long ago that was similar to the Scarlet Moon in feature.  The Zelmet serve as "middle management", willingly serving the Empire and seeing the BloodLords as Gods, but not wanting to be raised to overlord status (purity of their own blood).


Cultural Overview:
We have an "Evil Empire" which uses the twin weapons of Tradition and Fear to keep its human population in line. The Empire is decadent and minimally a meritocracy. If it did not have overwhelming power on its side, it would fall.  

But since they have managed to make the perpetual twilight extend across the world... their rein is unstopable.



Calendar/Standards:
Lunar calender, borrow the Chinese calander with different animals.


Institutions-Major:
Various Legions of the MoonKnights.

The Sanguine, the BloodLord council.


Laws and Morals:
Mostly what you would expect. The Laws are Roman in style... which is to say... a crime is a crime, though social standing can influence punishment.... and very technical.

The society pushes stability and order. A very Lawful Neutral to Lawful Evil sort of place.

To be honest, nobody is starving, society is very orderly and safe.  The only thing you have to give up is your freedom and some blood tithe.


Family:
Three Geneations usually living with each other.

Social classes:
while technically a meritocracy, the classes are quite rigid. Class position normally determines your subspecies (empowerment of blood). There shall be a dozen or so social classes each with their very specific rules.

BloodLords (First of the Scarlet Moons)
    Attendents (Gouls and Zelmet normally)
     Personal
     Regional: Work with Keepers of the Way

MoonKnights (Changing Ones, Moon Children... though it does not breed true)
    The Fist of the Moon (Zombies and other shambling undead who make up the bulk of the soldiers).

Keepers of the Way: Manderins, administrators for regions. Could be any Elite.

Way of Life's Flow: (Magi)

Users of Wood and Warp: Craftsmen

Collectors of Earths Bounty: Farmers

Cull: Exist only to give blood.  They are well fed and cared for, but their lifespan is limited.

Political Power:
In the Hands of the BloodLords.  In The West (where we are just taking over thanks to the twilight), new bloodLords have been made out of the Old Nobles who surrendered (those that did not were killed).


Economics:
slow central development.  Only BloodLords can do big businesss. Only Humans can do local businesses.

To be honest, nobody is starving, society is very orderly and safe.  The only thing you have to give up is your freedom and some blood tithe.

Religion:
Religion has been outlawed. And since it was always a religion of faith, rather than one of power.
The State Religion is mostly a moral code, confuscionistic in nature, with veneration of the elderly and the immortal (hence the Blood Lords).  

Technology and Common Power:
Military Weapons and Tactics
It is sword and partial plate pieces. There are claw gloves that enhance a MoonChild's own weapons.  This is only a slight downgrade in personal protection found in the West.

Industrial/ Production
Primative, single craftsmen and teaching. No guilds. No organized learning

The Western regions had these things, but is slowly loosing them .

Medical
Primative. If it wasn't for magic, there would be no real healing.  Humans die of easy to deal with diseases and maladies all the time. It shows how fragil and transient they are.

Agricultural
Production of food products has actually decreased under the Empire.  The change in sun status plus the lack of useful farming tools.

Communication
Magical Telepathy and sprinting MoonChildren are the fastest. After that it is runner. There are no horses.

Math and Science:
What is that? The Empire focuses upon tradition and standard ways. There is no innovation.

Construction
Muscle Power. They are learning some things from the West, but very little.

Information:
Books are so much more portable than scrolls.

Other Knowledge

Holidays:
Celtic Basics, Solstice/ Equinox and midpoints. Need to shift them to a darker point.


Transportation:
Horses don't exist. No calv. There are beasts of burden, oxen and such, but nothing really ridable.  Horses were eliminated in The Empire because they gave humans a potential advantage.

This gives the MoonKnights and many of the changing breeds the advantage of being faster and stronger than the Humans.

So we have carts... slow moving carts.
We have wind powered ships.
We have magical scrying and communiation, but not travel.


Arts/ Literature:
Plays are very common. Books/ printing presses have been invented and are tightly under the control of the BloodLords

BloodLords like their leisure time activities, so there are always players.

Shadow:
While the public face of things is that all is well and cohesive among the BloodLords.. such is not really the case. Immortal intrigue and assassination are the tools of the trade. We have Ninjas here... each lord runs a stable of them.

Power:
All power is based upon the sacrifice of lifeenergy, through the symbolic carrier of blood. This is a ritual and moderate magic level. So spells go boom, but they do so after a lot of prep.  A mage might be able to store upto five spells but more than that and they will implode.

There are humans sorcereers, who do general magics. It is from this pool that new Blood is recruited. Some Changing children.

Blood embued with beast or moon gives us the changing children...

Paranormal:
The paranormal are in charge around here.
To use the shorthand
Vampires (Blood Lords) run things as immortal nobles, but anyone of merit can be made a noble. Patron/ client (sire/ kinder) relationship.
Most Humans, who seek a better life, allow themselves to be transformed into a changing breed or night breed (Gouls, etc)

Gouls are fed vampiric blood. They are trusted minion who are dependent upon their Gods (Vampire Lords)

Changing Breeds and MoonKnights are normally organized along Kind.

History Brief:
Empire started in the South East, upon the remains of another empire.

There was an Empire in the west, which has fallen (creating the existing medival times) due to the influx of nomads (and horse calv).

The empire has slowly moved to the West. The West resisted briefly, then fallen because they could not organize an effective and coherient defense together.

So the West has been recently absorbed and has yet to settle in under the yoke of the Empire.  Half the Southlands (a seperate yet nearby continent) is under their rule.

Rules:
As much as I hate to say it, cool crunchy bits for all the BloodLords, MoonKnights, and other non humans.  

Some humans will have DarkVision, ability to see in this twilight as if it was day.

CaptainPenguin:
Working Title: Joubu (Other options: Die By The Sword, Moonlight Warriors, Genkou by Moonlight)

Basic Concept: A world (possibly called Genkou), influenced by ancient Japan and by Exalted, of noble warriors (joubu, literally, hero), pledged (like samurai) to warrior-lords of various regions (shokou, meaning lords, princes).

Listings

Themes and Images:
1. A wilderness land with wild, crazy, and geomantically powerful landscapes such as impossibly huge mountains, gigantic cliffs, thousand-mile black swamps, huge waterfalls with palaces built on them, forests of massive trees with cities in their branches, et cetera.
2. There are two kinds of people- the Koushou, who are civilized people whose society is based on the feudal system, and the Rurousha, who are nomadic barbarian folk.
3. The Koushou are a hyper-ritualistic, Japanese-themed society
4. The Joubu are like Exalted or Ronin Warriors- they are gifted with great power, and have magical armor suits and weapons.
5. Big, anime-style, over-the-top magical action, and similar drama.
6. Instead of Monsters, we have Kaibutsu, monsters who are really strange and really powerful. Well suited for battling Joubu.
7. Very spiritual world- mix Princess Mononoke, Exalted, Final Fantasy, and such. Monks, nomad shamans, geomancers, wild spirits, oni, and all of that.

World Specs:
A huge central continent with three lobes. On the outer edges, island chains. South of this land, there is the little known cold land, where dwell religious fanatics.

Terrain:
Varies from place to place, but is generally grandiose and wild, with amazing things you wouldn't see on earth- hundred mile canyons bridged by thousands of thin stone bridges, natural sculptures, titanic forests where even the roots are larger than a normal building, mountain chains which split the clouds, running thousands of miles, huge black jungle-swamps.

Flora/Fauna:
Earth standard, plus crazy, wacked-out, over-the-top specimens. The Kaibutsu are all over the place, in addition to regular animals.

Resources:
Nothing new except for various magical things and stuff.
Joubu armor and weapons are made from Eisha, a rare and magical metal. Jade has magical properties.

Races and Peoples:
Humans:

Koushou- the civilized people, who dwell in magical palaces and cities all throughout the land, ruled by the shokou, the lords, and whose warriors are the joubu. They are all Asian-ish in appearance, though they have more diverse hair and skin tones.

Rurousha- the nomadic people, who dwell all throughout the wilderness. They are led by their shamans, who are all powerful geomancers. They look the same as Koushou, the difference is mainly cultural.

Southlanders- the Koushou call them "nanpou", the southern. They live on the icy southern continent, and are rarely seen by Koushou or Rurousha. They are religious fanatics, and regard Koushou and Rurousha as heretics and demon-worshippers. They are essentially Caucasian in appearance.

The Rajhava- see the thread. The Koushou call them "sennin". Rajhava cults are threats to both Koushou and Rurousha, because Rajhava create their own strange Kaibutsu out of dreams.

The Bakemono- this reclusive, metallic race dwells in the mountains, and little is known of them (They are the Duerga; see thread).

Calendar/Standards:
Traditionally counted from the first time that Terashi (the sun god) rose upon the world. Cyclical Chinese-style calendar (Year of the Rat, Hound, Horse, Snake, et cetera)

Institutions:
The Kaigi- this is a ritualistic conclave of all the shokou of the Koushou, called every two years to dictate major changes among the Koushou. Not only do they establish the framework for Koushou laws, they also have the authority to change customs and even basic beliefs, which they do frequently, and often arbitrarily. The purpose of the Kaigi was originally to renew and recreate rituals and prayers to the Kami (gods), but as the purpose of shokou expanded from ritual rulers to actual lords, they became the arbiters of all above-mentioned things.

The Eppei- originally meaning a procession of troops, this is the secret society/religion to which all joubu belong.

The Shouka- the competing merchant houses.

The various governments of the shokou, and special pacts among joubu.

Laws and Morals:

Depends on what kokudo (realm) of which shokou you are in. Every two years, the Kaigi meet to discuss laws, customs, and beliefs among the Koushou. At the Kaishi, frameworks are established for the shokou to work with in creating the laws for their kokudo.
Thus, laws among the Koshou are often arbitrary and transient, and may change absolutely within two years.
Laws among the Koushou are also highly ritualistic and based on the wishes of the Saishi (priests of the Kami).

Among the Rurousha, laws depend on which tribe you are in, though most of the nomads tend to have "loose" sexual morals (as we would percieve it) and are full of highly ritualized rites of passage and meetings.
Also- Rurousha have complicated rituals which are required when meeting or greeting. These rituals vary from tribe to tribe, but are often quite long and stilted- some take hours.

Family:

Among the Koushou, age and familial ties are venerated. To have a famous ancestor is to be famous. One must obey the orders of ones parents and grandparents absolutely; when one is a grandparent or parent, it is one's responsibility to guide the family with wisdom and strength.
Thus, clan ties are also important. Your clan is your strength- some clans even behave like mafia families.

Among the Rurousha, the family is usually a huge, nebulous affair- nobody is quite sure who is related to who, so it is often taken for granted that every adult male in the village was the father of every child with every adult woman. Typically, it isn't that important to the Rurousha, and they do not understand why the Koushou keep such intricate and ritualistic family ties.

Class System:
Koushou:
Shokou- the lords, nobles, rulers. non-permeable, passed on through inheritance or through military coup by a joubu.
Joubu- the "heroes", the warriors. Also an inherited class. Some clans are Joubu clans, others are not. The Joubu are the protectors, arbiters, and celebrities of the society. They are also very powerful and very magical. Only the fact that the Shokou are powerful as well stops them from taking over society.
Saishi- the priesthood of the Kami. This social class can be joined by one of any other class.
Heimin- a blanket term- anyone not of the other classes. Generally, heimin clans are always heimin clans, and there is no upward mobility, except perhaps to join the saishi or the gyousha.
Gyousha- the merchant class. They have something of a symbiotic relationship with the joubu- the need protection from the Kaibutsu, while the joubu need the Eisha, Jade, and other magic stuff that the merchant houses provide.
Eta- slaves and outcastes. Eta are always eta. They are often confined to dank undercities.

Rurousha:
Shaman, warriors, and everyone else.

Political Power:
Koushou:
Centered in the hands of the (ridiculously powerful) shokou, though they are influenced by the saishi and the joubu.

Rurousha:
Tribes are headed by a "pathfinder" (chief) and a shaman. Generally, pathfinders are the either the wiliest, strongest, or in rare cases, eldest of the tribe, and are elected and removed from power by vote.

Economics:
Very limited trade among the kokudo (realms of the shokou) due to the vast expanses of bizarre and magical wilderness between them, and the wild Kaibutsu. Most trade is facilitated by the Shouka, the merchant houses.

Religion:
Very Shinto-esque veneration of the spirits that exist everywhere. The major ones are called Kami, gods, and they are venerated greatly. There is no "greatest" god, though Terashi, the Sun Kami, is a popular one. Worship is very passive. One makes offerings to altars and burns prayer strips, or wears items and symbols which attract the favor of various Kami.
Monks who dwell in the wilderness are often pledged to various powerful Kami or nature spirits (Kodama).
The Rurousha do the same, though they venerate a tribal spirit or totem rather than many gods.

Technology:
The Koushou are feudal Japan, almost exactly (with the addition of the artifacts and wonders associated with the joubu), while the Rurousha vary from early Bronze Age to Iron Age.

Transportation:
There are no horses.
In places where it is feasible, some Joubu ride huge fish, flightless birds, or even giant moths.
The society of the Koushou harness all manner of strange animals and Kaibutsu- huge spiders, massive tentacle-things, great carp, et cetera.

Arts/Literature:
What to do in the meantime but paint, write, draw?

Shadow:
The shokou of the Koushou are constantly feuding and fighting amongst each other.
The Koushou and the Rurousha don't always get along.
There are always Kaibutsu, ready to pounce.
The Akuma (dark gods) and the Oni (demons) are always waiting to bust through the walls of reality and unleash their akuma-joubu (fiend heroes) on the mortals.
There are the Rajhava (sennin).
There are evil sorcerors, cultists, and the like.

Power:
There are three kinds of magic:
Mahou, the ritual magic of the Koushou
Shamanism of the Rurousha
Void Magic, the magic of evil.

In addition, there are the miraculous powers of the Joubu, and the powers of the Rajhava.

Rules:
Crunch-powers for the Joubu, and capability to learn Mahou (after studying with monks and such)
Rurousha characters can tame beasts, use Shamanism

Ted:

--- Quote from: MoonHunter on October 03, 2004, 03:55:40 PM ---For those of you who have read "World Building 102", you have heard of the "magic checklist" for creating worlds. If you read further down the list you get a worksheet using the checklist, one of which is formatted for forum use. http://www.strolen.com/forums/viewtopic.php?p=25146#25146

--- End quote ---


The link in the OP is broken. Fix please?

Strolen:
http://strolen.com/guild/index.php/topic,1606.msg25146.html#msg25146

Updated original link as well.

This smells of a pretty serious quest with some kind of excellent prize that should be associated with it....hmmmm

Navigation

[0] Message Index

[*] Previous page

Go to full version