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Sama's World

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Pariah:
Mainly notes to myself right now, trying to get this stuff expanded upon, so any ideas or questions are welcome.  I'll try to sound nice while answering them too.

The Land of the Three People

The Western Barbarians - These people are generally small clans, maybe Native American in their beliefs. Each different tribe believes in a different set of generally similar gods. These people mark the western front of the Samahan advance, with the superior armor of the Empire generally beating the Fillipino-esque fighting put on by the barbarians.

(Fillipino-esque refers to how during the Moro Rebellion the .38 was largely replaced by the modern 45 because the former failed to stop the warriors when they were shot.  It should also be noted, for clarification, that a 44 is the smallest caliber that can be used to kill a horse.  New meaning to "They just won't die")

The Dragon Kingdom - Cobbled together ages ago by an all but immortal king, this kingdom has survived an almost continued assault from the Samahan without giving any signifigant land for 2 generations now.

The Samahan Empire - Worship a bloody god of conquest, yadda yadda.  More to come.

The "Rat People" - current name for an entirely different, non-humanoid, race.  Current picture is this
Important Players
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Dragon King - once killed a dragon cub(? hatchling? juvenile?) with his bare hands, or some such nonsense, and was gifted/cursed to die a hundred deaths.  He cobbled together a warband and founded a small kingdom, and has gradually expanded it.  When his physical body dies, his soul (or whatever) goes flying into some local pregnent lady's belly, and the baby she gives birth to has eyes as black as the dragon he killed, and a bloodred birthmark across his back that looks like scars.  He gradually remembers everything he knew in his past life over the next 15 years.

Physical Characteristics

This world has an unusually large moon that causes tides roughly the size of hurricane storm surges. The Ebb is when the tide is at it's lowest, halfway through their 83 day month, with a 'leap' month of 82 day every 5 months. The Rise is at the begining/end of the month, and is when the tide is at its highest. A year is 372 days, and there are 4.492 months a year.


Sama (Really Truthfully In Work)

Current Freetext is "Rah'dza"

Working on finding the rest of the notes.  Questions greatly appreciated.

Pariah:
The Dragon King
-killed a dragon in his youth
--the tales say that, for taking the life of something so noble/ignoble he was cursed/gifted with a hundred deaths/lifes
-Carries a sword supposedly as ancient as his soul
--the hilt is crafted out of dragon bone (legend has it that this bone comes from that same dragon that he slayed that managed to get him into all this mess)
--as far as the balance of the sword goes, it is similar to that of a machete, tip heavy.
--the blade itself is almost as heavy as if it'd been crafted out of pure gold, requiring one of singular strength to wield
His Kingdom
-In contrast to the legions of the Samahan, the warriors and people of the Dragon King are a horse people.  Every warrior knows how to ride a horse as well as he knows how to swing a sword or shoot a bow, having grown up learning all three skills very likely.  Also, all but the poorest families own at least one horse, usful for helping to cover the great distances between villages and towns in the hills of the east.
-mandatory military service for 2 years for everyone (with some exceptions), though just cause they're in the military doesn't mean they've got to fight, many non combatent positions are filled by this.
-hills folk, love their food and drink, as well as the art of telling stories
-dwarf-like in stature, though they all shave their faces, for not doing so would be uncivilized (like the barbarians)

Pariah:
Samahen Peoples
-violently devout
-Theocracy
--The Empire is ruled by the high priest/Pope
--Regions are ruled by bishops/ect.
--Individual towns are ruled by the small priests
---The holy laws of Sama are the only laws of the land, and his priests are given total power in enforcing them
-all of their priests get trained in the capital and then sent out to the various towns and villages to lead the people
-the capital is actually 3 different cities that are really close together and have developed different purposes in respect to the governing of the people
Capital
-cities:
--Atlantis/floating city: Head of the gov't, made of marble and other shining stones, the canals are filled with pretty colored plants and corals and stuff.
--Cradle of the empire.  Biggest population center and producer of the food that the army marches on.
--Crafts/War.  The slaves that the Samahen Empires collect in their wars are sent here to be used and broken, set to work crafting the weapons and armor that the armies march upon.  The military leadership and officer training are here.

Pariah:
Magic and Faith
Arcane magic, as seen in many other fantasy settings doesn't exist.  Though there are a few praticioners of what might be labled such, they are primarily demons and their servants.
Divine magic is the main form in this world, and even that is limited by what you're willing to give up in return for the god's time.  The spirits worshipped by the western barbarian tribes are easy to please, being small and easily fed, but the magics they have at their disposale is likewise small.
Large gods, like Sama, in this setting are able to give out large spell to their worshippers, but only to those that have proven their dedication day in and day out.  With Sama these are generally through blood sacrifices and the expansion and forced, if necessary, conversion of the heathens.
Petty healing magics are few and far between, though herbalism does provide some.
On occasion gods will work together in some makeshift pantheons, such as with the western spirits uniting to try and defeat the Samahen invaders, and thus increase their power beyond what they'd normally have available, but these alliances are few and rife with distrust.  Often the gods are fearful of their valuable worshipers being stolen from them by their "allies"

Pariah:
"The sun goes dark and chaos is come again"

--Samahhi; Book of Truth

"Though the crusade we wage now has not been waged for all of eternity to this point, we know that it shall be waged for all of eternity from this point on, there will always be those misguided wretches that don't believe, and it is our duty to bring to them the light of wisdom, with the torch and with the sword."

--High Priest *********

_____

This setting is one of warfare and strife, where none have truly know peace in generations, where the spirits that are worshipped fight amongst themselves, and among their worshippers.  A great empire to the south is rapidly expanding, driven by a religious fervor that borders on insanity, pushing ever north, burning and building as they go.  The moon in the sky is easily the size of a man's chest, and the tides, though less frequent than ours, raise the seas to a height that rivals the height of a hurricanes storm surge.

To the east are the last remnants of the once great elves, shattered from within and slaughtered from without for generations until they were reunited by their god-king, the Dragon Lord, a man with a spirit so powerful it can break back into the mortal coil after its death.

In the west are the tribe-folk, beings that barely deserve the title of men, hideous to look upon and detested by all.  Worshippers of nature, these people are the villains in children's tales, often uniting with dwarves to form raiding parties that plagued the countryside until some bold hero slaughtered every last one of them.

In the mountain fastnesses and artic wastes of the north are the dwarves, clans of vicious raiders and barbarians.  Worshippers of demons and weapons, truly believing only in the strength of their own arms, these people have plagued those to their south from time immemorial.

_____

The Samahen - Worshiping their god, Sama, they seek to spread the "One Truth" that is their religion, through the sword and spear.  In this drive is found the only reason they could conquer so much, because their book calls for all to take of a weapon to drive the infidels from the face of the world, a task that is taken very seriously, and, so, all serve at least three years in the army, shipped out to the far reaches of the empire to spread their faith.

Their cities are massive structures, huge, flat-topped pyramids, standing four stories tall at least, and miles long; often with extensive underground habitats as well, where their underworld and manufacturing often resides.  For miles and miles around their cities lie farmlands, massive plantations staffed entirely by slaves captured from the defeated peoples that they've conquered.

Their society is one that remains stable only so long as it continues to expand, their economy driven by the need for items of war, their plantations working so well only because they can drive the slaves like animals, their people only remaining united so long as they have a common enemy to hate; if this situation changed, it would be quite likely that the Samahen empire would be torn apart from the inside out, as the cancer that they have so long channeled outwards had nowhere but inwards to grow.

The Riven - Called the Ratfolk by many, these people are short and dexterous, often scheming, and entirely without a belief in property at the personal level.  Seafarers from birth, they are the traders of the world, often sailing beyond the edges of the map, and returning years later with tales of mystical beasts and boats full of weapons and armor that challenge the craftsmanship of the dwarves.

They make incredible traders, mainly because of their sense of a community, constantly committing themselves to service before self, and seeing the tribe as a whole as the only being that matters.  When they reach a place where they seek to buy and/or sell goods, they detach the segment of their city that has their trade goods in it, and float close to the place where their trading, allowing outsiders to walk among their wares, while their own traders scrounge through the others' wares, and their thieves, rakes, and cutpurses range through the city procuring anything that isn't bolted down for resale in another city.

When the city is sailing, all hands are put to use.  If someone doesn't know how to sail, they repair sails, or go ashore to gather food or water, the second of which is far more important than the first.  Those few that are more adept with the sword or bow than with anything else are used to protect their gatherers or to hunt for anything to help feed the clan on the land.

The Tribals - Quite unlike the legends of them, the tribals are really a quite gentle people, caring for their young with a sense of duty and protection only rivaled by mother bears, and more than willing to take in a stranger on little more than a promise of goodwill.  The spirits they worship, though many of them need blood as part of their rituals, are generally spirits of the harvest or hunting, or on rarer occasions, elementals. 

The only truth in all the tales is their looks, and even those are mildly exaggerated.  The tribals are often scarred, both as decoration and as worship to their spirits, and a great many have tattoos or piercings, with anything from human bone to wood being used as the item to be inserted into the hole.

In the farther eastern tribes this has slowly changed, older spirits of warfare and death and plague are seeing a resurgence in worship, as the people in these regions are driven up against the indefatigable force of arms that is the Samahen Empire.

In warfare they are hotheaded and rash, often charging in small groups or as individuals against the phalanxes that the Samahen use as their primary method of warfare on this front, beating against these lines like waves against a seawall, full of sound and fury signifying nothing.

The Elves - A once proud race, brought low by it's own hubris, they're now bitter and forlorn, pessimists to the man, their only remaining pride is in holding off the advances of the Samahen into their foothills, killing ten of them for every loss they suffer, viciously fighting for every inch of their ancestral homeland.

The ruins of their former empire lay scattered across the continent, and the dark forests of the flatlands to the west are thick with the fell sorceries that they used against themselves in the horrid civil war that torn them to pieces.  In the darker places one can find small populations of their beasts of war, the Rhax and the Grafskin.

United once again under a single ruler, but far to weak to mount anything but a defensive war full of retrogrades and ambushes, they are facing the twilight of their race, but still they fight.  They refuse to give in to the despair that lies constantly in their thoughts, because to do so would make them unworthy of claiming any piece of their heritage, nad so they fight, day to day, for the sole sake of keeping their heart beating and the blood of their enemies flowing.

The Dwarves - Viewed by all as a uniformly unlikable race, and not without reason.  They're lewd and vicious, viewing any sign of weakness of spirit or body as an invitation to attack.  Their greed is unparalleled among the mortal races, individuals constantly striving to build up massive personal fortunes, often at the expense of the "Lowmen" their term for those who don't live in the mountains they call home.

Their exports include death, famine, weapons, and bloodstone; the latter two being the only reason anyone would seek out a dwarven family.  Their weapons are unmatched in balance and functionality, and often times are quite beautiful as well, and it is said there's no better weapon to kill someone with than one of dwarven make.  The second, bloodstone, is a mineral found only in a few of the dwarves deepest mines, a stone the color of half dried blood that disrupts magic around them, and, when ingested, drives people into the deepest rages.

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