Tuesday, March 20, 2012

Rob's New Forum Game: 1 RESULTS!

The results are in!
Based on the collective responses (and in the case of poor region 5 the lack there of) we now have a map and brief description of each of the regions. The islands were by far the most popular of the regions, accounting for over a third of the total votes.

People were fairly split on the amount of resources their country has, but the clear winner of what resource was "life" with wheat lumber and Herd Animals all taking the top. Due to the near lack of iron, this is going to be more about bronze age technology for the most part. Given where that iron is... it might turn into something a bit more...interesting.


You'll probably notice that few countries got "hard working." Well there is a reason for that...

Almost everyone picked it! I'm a firm believer in if something describes everyone it describes no one. I only gave it to a few that picked it, and only it, or otherwise needed an extra trait.

We are off to a great start thus far and later this week I'll be posting the next volley of questions. Also just because you helped make a region is not going to mean your character must be from there. If another region is shaping into something that looks more interesting, go ahead and jump ship!

For ease of notification, please subscribe to my blog so you know first when there is an update.

Now without further delay: the Results!






Towarno


Most Plentiful Resource:
Copper

Common Traits:
Disciplined
Cutthroat

Info:
The people of Towarno do what is necessary to survive their harsh homeland and have little time for what they consider weakness. Crime is harshly punished. The saying goes “There are not prisons in Towarno.” Criminals who are fit are sentence as time as slaves, serving hard labor for what often ends up being the rest of their life. The unfit ones are quickly put to the ax.

Towarno is also known for their bronze smiting. Everything from artistic plates and statues to brutally effective spear tips and arrow heads are made there.

The land itself is dry, mostly barren desert, most of the people live right at the base of the mountains, where the only fresh water source of any note is located.



Hoinland

Most Plentiful Resource
Lumber
Herd Animals
Wheat

Common Traits:
Hard Working
Civilized
Curious

Hoinland is a vast land filled with lush green fields. Their vegetation grows so well it is rumored that Hoinland water contains magical properties, and such is sought after by superstitious (and gullible) people from around the land. Consisting mostly of farmers and herders, they are ruled over by a senate of elected officials. Their infrastructural is the most advance in the land. Public roads, libraries and schools dot the land. They were the first to invent paper, not surprising considering their rich forests and intense industrious nature.

Politics in Hoinland are an intense, but usually bloodless affair. The tangled web of bureaucracy leaves people from other countries with migraines if they ever try to follow it. Still it is said that any farmer with a good enough vision and loud enough voice can rise in the political circle. Most land owners frequent town meetings at the least.



Novogal
Capital: Novogal

Most Plentiful Resources:
Wheat
Heard Animals

Common Traits
Arrogant
Religious
Greedy
Curious

Info:
Novogal is a smallish nation centered around the capital city of the same name. Novogal's fortune comes from it's trade on the river and the nearby furtile farmland. Most of the rest of the world follow Novogal's religious teachings, giving them a great amount of respect and political power in the world. They have, at least in their neighbor's opinion, a tendency to laud over the fact that they are the “blessed people.” Still when this trait can be overlooked (wither the person actually has it or not) they tend to make friends easily. The capital city is full of cathedrals built on ruins from an ancient empire. Most of the old ways are forgotten, but there has been whispers as of late that herald a return to the “old ways.”


Xenotia
Captial: Tovera

Most Plentiful Resources:
Wheat
Lumber

Common Traits
Warlike
Disciplined
Civilized

Info:
The Xenotians are like a year-round sleeping bear. They have the most well trained, disciplined army, but they never seem to do anything with it-- at least from the outside looking in. They seem more interested in farming rather than fighting, but no one wants to risk finding out if that statement is exactly true or not. Internally, they stand as sentinels against those who would take their fertile land. Externally, not many would consider them 'friends', but they universally respected for their discipline.

When a child turns eight, he or she is trained intensely in the art of combat and warfare. Even if a child lacks physical prowess they learn military strategies and how to perform other duties that would benefit an army. Upon their completion of their grueling four year training period, they are given their “Onima,” a name for their new self, their warrior self. They use their original name in their day to day life, but in battle they only refer to themselves as this. They are trained to consider their Onima to be a separate entity from themselves, oftentimes resulting in it becoming a completely separated personality.

Chaelor [KAY-lor]
Capital: Oreskus

Most Plentiful Resources:

Wheat
Lumber
Silver

Common Traits:
Civilized
Religious
Greedy

Info
The Bay of Chaelor sports the most prosperous seaports in the whole peninsula. It is a center for trade, learning, and spirituality. The first temple to the great sea god Pressus was built in Chaelor's capitol, Oreskus, on the bay's northern tip.

Chaelor is divided into four provinces, divided by the main rivers. To the south, the province of Jechuse [je-KOO-say], known mainly for its rich soil, excellent for farming. In the center is the province of Oreska, home to Chaelor's capitol city. Oreska province's verdant forests helped it become the industrious shipbuilding empire it is today. To the east lies the province of Trescho [tres-ko]. Trescho's northern half , nestled between the northern and eastern rivers, is a verdant rainforest, giving way to rolling plains and sandy beaches to the south.

To the north is the province of Rilliam. While until recently it is known as just simple farmland, there has been residual silver deposits discovered. Since then there has been a boom effect on the towns along the great river that divides the country and along the mountain while the silver slows from. The capital was quick to raise the taxes in Rilliam, leading many of it's people to cry out for independence.
The Grey Sea Achipelago
Capital: Runia


Most Plentiful Resources (rumored)
Emeralds
Sapphires
Diamonds
Gold
Lumber

Common Traits
Arrogant
Cutthroat
Disciplined

Info
The islands south of the mainland are filled with rumors and legend. The northern most island, Runia is the only one that is commonly believed to be inhabited. Traders can often find the best merchandise around. Completely outside of Runia's control however are the pirates the raid those merchant ships. The Runia government is of course very sorry for those victims and does everything it can to protect it's sea... but as the saying goes “there are no refunds on Runia Island.
Local legend is that on the island of Youkali to the south, there are seductive sirens who will bed ship captains for a fortnight and fill their hulls with gold. The legends are however very unclear as to which island that is suppose to be in the long chain... as the others are said to be inhabited by everything from ugly fish people to cannibalistic tribes. The souls of those murdered and eaten haunt the islands and will sink them if they approach the wrong one..

The southern most island, Khom-Ma is a black and jagged eyesore that juts out of the water like an ugly mole on porcelain skin. When questioned by visitors from the mainland, the Archipelago people claim that Khon-Ma was cursed by the gods eons ago. Legend tells of an advanced and decadent culture that defiled the land and spoiled the oceans around the harbor of Dmar-Mo. The earth and ocean cried out to the gods for vengeance. A terrible plague spread throughout the island, killing every man, woman, and child on Khon-Ma. Runia take criminals convicted of capital offenses to the shallow waters near Dmar-Mo and strand them on the cursed island. It is unknown if these convicts are killed by the plague or if some manner of crude civilization has sprung up in the ruins; either way, nobody sentenced to Khon-Ma has been known to escape the island.

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