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Posted: Fri Sep 21, 2007 3:59 pm
Friends, guildmates! Lend me your eyes!
Though I have often neglected... guilds in general, I now am making a pansy move and returning only so long as it benefits me. With that out of the way, I can get to the heart of the matter.
I am making a campaign world of my own with which to play around in, but which is zero-magic world. Really, I first wanted to make it when everything in my Civilization 4 game started feeling dull (I later got the expansion, which respurred my interest in the game, but it's starting to feel dull again!).
Anyways, I need some help with the ethnic groups of this world. I also need great people that came from these ethnic groups and info about the contributions of these people to the world. Really, it doesn't matter when these ethnic groups are, since I've yet to really do anything but make ethnic groups.
Ethnic groups require descriptions! The descriptions add FLAVOR and kick it up a notch. Bam!
So, yeah. The descriptions just have to give some (racist) generalizations about the ethnic group.
Original names are not necessary, but very desired. In fact, if you can come up with names, but no descriptions, that's still pretty freakin' awesome!
Ethnic groups. Their names, a description to sum up the average member of both genders. Any miscellaneous tidbits about 'em.
The generalizations of height will be based upon, say... barely early neolithic era. You must understand, though, that for the majority of history, people have not been eating a "healthy" diet and therefore probably had different health issues than we face now, including height issues.
Examples: Shoari - Average male height, 5'6", average female, 5'3". Athletic, pale, brown hair, blue eyes. Fishing lifestyle dominates culture. Balovf - Average male height, 5'4", average female, 5'2". Muscular, tan, dark brown hair, tan. Agricultural groups and fishing groups slightly different, not enough for different groups, enough for future political differences to spark tensions.
My examples may not be super awesome, but they're all I have (on this computer) so far.
Any help is much appreciated and, if I receive enough help, I can provide zero-magic campaign scenario/settings on this world which I think will be very interesting, entertaining, and enjoyable if we all contribute.
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Posted: Fri Sep 21, 2007 6:12 pm
Hmmm... I've played zero-magic D&D before. Could be fun. So, we're just inventing ethnic groups? Or trying to put stats on real ones? *figures your example might be some historical reference he's not remembering* So... does that mean you're going to be including other creatures that aren't magical, like dwarves and dire animals, or just keeping to real-world stuff?
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Posted: Fri Sep 21, 2007 6:27 pm
Fiver Hmmm... I've played zero-magic D&D before. Could be fun. So, we're just inventing ethnic groups? Yes. Fiver So... does that mean you're going to be including other creatures that aren't magical, like dwarves and dire animals, or just keeping to real-world stuff? Stickin' to real-world. You can still have dwarven-esque cultures, though. Buuuut the ethnic groups are what I'm focusing on right now, even if I won't apply them until later.
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Posted: Sun Oct 28, 2007 12:26 am
okay..here's my contribution:
The Smorgians:
The Women tend to be fair skinned, burn easily, and have freckles. They range in hieght from 5'0 to 5'6, sometimes even breaking 5'10. Fit condition, able to beat the crap out of anyone who threatens their children.
The Men tend to be well tanned, athletic, and when they get older, fat. They range in height from 5'4 to 6'8, sometimes breaking 8 feet. In youth they're built like tanks and drink like demons. When they get older, most tend to let themselves go and wind up getting quite rotund.
Jobs: farming, killing people and taking their stuff, and killing things with axes.
special notes: they lack bows, instead they have extremely skilled axe throwers and instead of using swords or spears, they use Two handed Axes and Halberds.
Special notes: favored class- fighter or barbarian. Either one is fine. If someone multiclasses with both fighter and barbarian, they get to count both as their favored class.
Special notes: if you pick their pocket, they'll snap your neck and make you part of a ritual feast in which the entire town will partake. It's an ancient rite by which they keep thieves out of their towns.
Special notes: They wear kilts and kill people who play bagpipes. If anyone plays a bagpipe near them, for any reason, they are bound by ancestral law to kill that person and burn the bagpipe as an offering to the fell forces of darkness. On the flip side, there are a handful of rituals in which the bagpipes are played to 'ward off evil things'. They usually make the stupidest people in town play the bagpipes for these rituals, culling out the 'town idiots'.
Special notes: the town drunk is an honored position.
Special notes: anyone who can heal the sick (heal skill) or practices healing arts is considered to be 'not to be killed'. If they are harmed, it's okay, as long as they don't die. IF you kill a healer, the killer is put through a long span of rituals with many horrible things done to them before they are finally sacrificed.
Special notes: IF a healer dies of natural causes, their body is jerked, and their brains are shared around the community in an attempt to 'learn from the master healer'. They generally cook the brains into a soup or type of beer.
special notes: If the town drunk dies of 'natural causes' or alcohol poisoning, the body is preserved long enough for the healers in training to dissect it and learn what they can.
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Posted: Thu Dec 06, 2007 5:48 pm
Workingit Fiver Hmmm... I've played zero-magic D&D before. Could be fun. So, we're just inventing ethnic groups? Yes. Fiver So... does that mean you're going to be including other creatures that aren't magical, like dwarves and dire animals, or just keeping to real-world stuff? Stickin' to real-world. You can still have dwarven-esque cultures, though. Buuuut the ethnic groups are what I'm focusing on right now, even if I won't apply them until later. So... and I dont mean to sound like Im generalizing or stereotyping, but if it was like real ethnic groups, would it be like: Africans get a +2 Dex, -2Int?(once again, not trying to sound racist, lol, but in the old days, they were pretty isolated an so it stunted their knowledge) And maybe orientals would have +2 Int but -2 Strength? russians/saxons/barbaric groups +2 strength and -2 wis or int, Native Americans with +2 wisdom, who knows?
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Posted: Wed Dec 12, 2007 4:01 pm
I dont know, I dont think that early neolithic would work too well. Early 5th Era would feel like a better setting, because thats fuedal Europe, which is basically the time of actual D&D and all the different racial groups would be highly destinctive by then. Then you could have the Europeans have +2 Cha and -2 Wis. Early nelolithic would just be too soon, HomoSpaiens Sapiens still needed the time to ajust to their living places, so most people would still look african/Arabic
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Posted: Thu Feb 21, 2008 8:43 pm
zero magic D&D, well that would help the fighter earn some respect.
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