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Subject: NEW WORLD ***First Review***

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Daunte
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06/28/2006 10:42 PM  
Orcdoubleaxe has finished his area and would like it to be the first up for review, and that is fine by me. I have looked over it, its great as far as i can tell, going to go over it in more detail later.

One thing though, if you want to see how great a job he did and how much work he did on this, email me for the Word file or download it from the website.

www.mmnewworld.com

The Holy Empire of Zohran

Username- Orcdoubleax

Location- The four Islands from 20F-23H. I am also assuming about 12 islands of significant size that are too small to see on the map.

Population (Races) - 35% goblin; 25%hobgoblin; 15%Bugbear; 25%various

Slaves make up a massive 50% of the total population of Zohran.
(This percentage is consistent with the most southern US states before the civil war. See link below. It is higher then the 30% that made up the Rome during the height of it slavery based economy)

http://members.aol.com/jfepperson/stat.html

The breakdown of slaves is
50% Various (100% of total various population)
30% Goblins (43% of total various population)
15% Hobgoblins (30% of total various population)
5% Bugbears (17% of total various population)

Breakdown of Free population by Caste (total 50% of population)
MuKun (Those that work) 10% free population 5% total population approx: 75,000
MuRudg (Those that fight) 36% free population 18% total population approx: 270,000
MuNodx (Those that sail) 10% free population 5% total population approx: 75,000
MuTonr (Those that build) 6% free population 3% total population approx: 45,000
MuSat (Those that serve) 10% free population 5% total population approx: 75,000
MuTmenx (Those that craft ships) 4% free population 2% total population approx: 30,000
MuSxanos (Those that follow the stars) 1% free population .5% total population approx: 7,500
MuRubk (Those that own) 10% free population 5% total population approx: 75,000
MuZesk (Those that cast) .5% free population .25% total population approx: 3,750
MuMish (Those that pray) 10% free population 5% total population approx: 75,000
Grum Zar Akim (The sins of god) 2% free population 1% total population approx: 15,000
MuQurk (Those that guard) .5% free population .25% total population approx: 3,750

Note:
These numbers included both Mu and Ru. Percentages vary by caste.
Rome had 11% of the free population in the standing army so the 36% MuRudg is very high.
The MuKun, MuSat and MuTonr are lower then could be expected because of the amount of work done by slaves.
Because of the smaller crews needed for schooners the 75,000 MuNodx represent nearly 2000 ships.
The high number of MuRubk is a function of the success of the empire and the number of slaves

Size- Approximately 800 miles by 1200 miles or 960,000 square miles, but the actual island land base is about half of that. 95% of the population lives within 50 miles of the coastline. There are five major cities and several hundred smaller towns. The total population is 750,000 free goblinoids with an equal number of slaves.

Note: The large population is due to the high birth rates among Goblinoids.

Alignment- Like all societies Zohran has aspects of all nine alignments, but the final result is clearly lawful evil. There is a strict Caste structure and harsh religious base laws on the lawful side. Because the economy of the empire is based on slaves, narcotics and piracy it is clearly evil.

Major City/s (and locations)-

The four major islands are:

Inisca - The southernmost island and home to the capital and the Grand temple

Inixsca – The largest of the four Inixsca has most of the cultivated farmland and heavy stand timber of the empire. Its interior mountainous region also has most of the still wild lands of the empire.

Inrasca – The Western island is less populated than Inisca and Inixsca, but still has a significant population. It is home of the largest of the Grum Zar Akim abbey plus three other smaller ones. Inrasca has the highest percentage of Bugbears. They make up over 30% of the population of the island.

Inzusca – The barren northern island is hardly fit for habitation, but it is home of a major strategic resource for the empire. The island is rich in the coal that the empire burns in it homes and forges instead of wood. These brutally cold coal mines are a death sentence to the slaves that work them.

The five most important cities:

Stonewall (Inisca) - 200,000 people live in Stonewall including slaves. Like most Zohran cities it a port city that is partly above and partly below ground. Stonewall is the capital of empire and home to many of the most important families. It is also the power center for the church.

Southern Passage (Inisca) – The southernmost major port in Zohran. 150,000 including slaves.

Bay of Crows (Inixsca) – The larges city in Zohran and the most important trade center. On the western coast of the large island it has a population of 250,000 including slaves.

Rivers End (Inixsca) – City of 150,000 on the north coast of Inixsca. Center of shipbuilding in the empire.

The Brown Waters (Inrasca) – Largest city on Inrasca. A150,000 live in this port city. On the east coast of the western island.


Areas of Note

Black Cove – Site of the final battle in the unification of Inisca, and where Rank Nor and Mahlash first meet. The entire area is forbidden as a sacred shrine. Could secrets be found here?

The Granite Throne – The seat of power of the emperor. A fortress more then a palace it is cut into the side of a mountain and over looks the capital.

The Cathedral of Truth – A Jewelled and gold inlayed structure that seams so out of place in the grim stone buildings of Stonewall. The Cathedral is home to the current chosen and center of the church’s power.

The Grand Abby of Fury – The largest abbey of the Grum Zar Akim. Nearly 3000 bugbear fanatics live at this abbey.

The academy of arcane might – located on an island halfway between the cities of Bay of Crows and Brown Waters. It is the center for military training in the empire.

The Monastery of justice - Located deep below the palace of the Granite Throne. This is the power center for the MuQurk


Gender Roles –

The descriptions of the caste below apply to the Mu or Males. Most females take care of the home and children. Females can choose to forgo this life. Young females live as do the males. They do the duties presented to them as per their caste. At a certain point they come to the age of choice. This is generally at full adulthood. They can then choose one of two paths. Mu is the path of males, who have no choice; Ru is the path of females.
If they choose the path of males they are considered male from that point on and they lose the ability to choose a mate. Almost 50% of females chose the path of Mu.

If they chose the path of Ru they then become heir to their mother’s lands and positions. How much they will inherit depends on how many sisters she has and where in the order she stands. All ownership and titles are controlled by females. Everything is passed from mother to daughter. Once a she chooses a mate she also owns everything that he has acquired such as ships and wealth. Males have the right to refuse an offer to become a mate, but they must wait for one to be made.

Ru may have up too three mates. It is not uncommon for one of two of them to be chosen purely because they are successful and will add to her wealth. A Ru may even choose a female that has taken the path of Mu if it is profitable to do so. Ru must of course choose from within their own Caste.

An important note here is that it is the queen’s eldest daughter who chooses the way of Ru that inherits the throne of Zohran and she decides who will be emperor by her choice of a mate. If choose a second mate he will be emperor if the first mate dies.

“The males must take care of Zohran and rule it, but it is us that own it for it is from our wombs that all things come.” A hobgoblin mother speaking to her young daughters

In cases of illegitimate children They always belong to the caste of their mother irregardless of who their father is.


Guilds and organizations of note-

The Castes

Caste 1: MuKun – (Goblins/Hobgoblins/Bugbears)

Translation: “those that work”

MuKun do many of the same menial jobs as slaves but are paid for them. They often hired for short term work where it does not make sense to buy new slaves.

Caste 2: MuRudg – (Goblins/Hobgoblins/Bugbears)

Translation “those that fight”

MuRudg are the solider caste of the empire. There are actually many sub groups within this caste. Solider can move between the different sub groups as their skill change or become necessary elsewhere. Solider can rise in the ranks to the level of Sgt., but can not become officers.

Caste 3: MuNodx – (Goblins)

Translation “those that sail”

The MuNodx represent the skilled seaman of Zohran's navy and private ships. They work all jobs on the ships except command and navigation positions.

Caste 3: MuTonr – (Goblins/Hobgoblins/Bugbears)

Translation “those that build”

MuTonr are the craftspeople of the Zohran empire. Each Particular craft has it own sub-caste. If necessary, children from one craft can be trained to do another so that the availability of craftsman always meets the demand. This is always done at an early age.

Caste 4: MuSat (Goblins/ Hobgoblins)

Translation “those that serve”

MuSat are the skill non-craft trades of the Zohran empire. This Caste includes everything from butlers & cooks to scribes and accountants. Each Particular trade has it own sub-caste. As with the MuTonr children can be move between them as necessary.

Caste 5: MuTmenx (Hobgoblins)

Translation “those that craft ships”

Shipbuilding In Zohran is considered an art form. The empire is very dedicated to maintaining it superiority in marine technology. The MuTemenx are the most important aspect of this.

Caste 6: MuSxanoz (Hobgoblins)

Translation “those that follow the stars”

MuSxanoz are the very secretive Navigators of the Zohran empire. They have developed many technological advances that they would never share with outsiders. They have developed both the magnetic compass and the astrolabe. They have a massive collection of maps and charts.

Caste 7: MuRubk (Hobgoblins)

Translation “those that own”

The MuRubk are the ruling class of Zohran. They, or more accurately the RuRubk, own the ships, business, lands, farms, and mines of Zohran. There is no division in the MuRubk clan so anyone could rise to importance if they are successful.

MuZesk (goblins/hobgoblins)

Translation (Those that Cast)

Zohran does not have the magic users that other kingdoms have, but what they do have is a strict academy that turns out casters that are more ready for battle then they are for research. Most goblinoids that study at the academy actually become warmages or battle sorcerers.

MuMish (goblins/hobgoblins/Bugbears)

Translation (Those that Pray)

The MuMish are the official members of the Church of Akim. The Church is extremely powerful in Zohran and will be explained in more detail elsewhere.

Grum Zar Akim (Bugbears)

Loose Translation (The sins of God)

This group of fanatical bezerkers is 100% loyal to the church. They live apart from society in isolated abbeys until needed. By there doctrine they are the fury of god and represent darkness and chaos.

MuQurk (hobgoblins)

Translation (Those that Guard)

The MuQurk are emperor personal force of imperial guard and agents. They protect the royal family and act as sort of a counter point to the Grum Zar Akim.

This military order of monks is guardians of the biggest secret in Zohran. Only those deepest within their order know that Akim is a lie. The original Mahlash died at the battle of Black Cove. The person that posed as him for the years following was an impostor. The entire religion was created by Rank Nor as a way to unite and control the empire.

Technology Level- Most of the technology of Zohran is standard expect for three exceptions.

The schooner: Zohran developed and perfected the schooner. They come in variations from two to four masts, but most Zohran schooners are nimble three mast schooners of about 200 tons. The Flagship of the Zohran navy is the five masts DirTunekm “sword of the holy empire”.

Schooners have a shallow draft and low narrow hull. They are not able to carry as much as square rigged ship of the same length, but are much faster and more agile. Schooner also require less crew to operate and can tack closer to the wind. They are extremely sea worthy and right at home in the rough northern waters of Zohran.

The Zohran schooner represents the most advanced sailing ship in the world. They are large enough to carry a full raiding party of goblinoids, but fast enough to out run enemies that they do not want to face.

GAME NOTE: Schooners are more advanced sailing ships that are typically found in a D&D world. They are faster, more sea worthy and better able to handle long voyages. Schooners appeared in the real world in 16th century, but most of the development was during the 18th century in Quebec, the Atlantic Provinces of Canada and New England.

Navigation: They have developed both the magnetic compass and the astrolabe. They have a massive collection of maps and charts. These developments allow Zohran ships to be at sea for months at a time.

GAME NOTE: Magnetic compasses were the most important development in marine navigation history. They began to see use in Europe in the 12th century AD. Without the compass long voyage navigation was almost impossible.

Coal: Not really a technological development, but certainly outside the norm. Because of the demand for lumber, by ship building and other industries, Zohran has turn away from using wood as the primary form of fuel. Coal is mined on the northern island of Inzusca and used through out the empire. Burning coal creates a lot more soot and pollution then burning wood. This makes the cities of Zohran dirty and smog filled. Coal also burns hotter then wood and this means most homes would have metal stoves as opposed to stone fireplaces.

GAME NOTE: Smog from the use of coal during the 1800’s in London caused the deaths of hundreds of people. On hot humid days the smoke could not rise and would become trapped over the city.

Main Trade goods

--Import--

Grain – Despite the agriculture on Inixsca Zohran does not produce enough grain.

Citrus, tropical and sub-tropical Food stuffs – Items that can not be grown in Zohran ie –lemon, oranges, limes, sugar cane, olives, olive oil, wine, figs etc

Textiles – Notably cotton materials and sail canvas

Narcotics – Zohran both imports and exports a significant amount of Narcotics. Most Narcotics imported will find it way to other lands. Narcotics are the largest gold value trade item for Zohran.

Slaves – Zohran both imports and exports slaves. Currently there is a net importation of slaves at a margin of 2-1.

Miscellaneous exotic goods – Items from the far corners of the world always hold some interest for the wealthy of Zohran. Ie -spices, jade, art objects, silk etc


--Export--

Narcotics – The narcotics exported consists of both domestically produced and imported. Narcotics are the largest gold value trade item for Zohran.

Slaves – Zohran both imports and exports slaves. Currently there is a net importation of slaves at a margin of 2-1.

Fish – Zohran exports it excess fish. It is usually exported salted. Primarily cod, turburt, salmon and halibut.

Seal pelts – Taken from the ice flows in the spring refined seal pelts can be a very profitable business. It is also extremely dangerous with the shifting ice an uncertain conditions.

Whale Oil – Whale oil can be used in lamps but is generally used as an additive in the production of other items.

Alliances-
Zohran has a shaky peace treaty with the Seven Stars. It has no other official treaties or alliances.

It does trade with most empire in it sphere of influence. More details will have to wait until other areas are more complete

Known Enemies-
This will have to wait for input from others.

Notable People-

Emperor - Tor Mangz: Chosen by the Queen for his military success. Has been a careful, but effective Emperor

The Chosen – The head of the Church on Akim does not keep his name after assuming the position. The current chosen is one of the strictest interpreters of Kimish law in the last 100 years.

The Grand Inquisitor – The head of the branch of the church that deals with violations of Kimish law. The current grand Inquisitor (Grum Tuasd) has been too lenient for the chosen’s liking and may soon be replaced

The Queen – The true power in the empire. The queen is a direct decedent of Rank Nor.

Smuzd – Fleet admiral of the Zohran navy. A cunning and daring commander

Tbem Lar – The most famous privateer and slave trader in the empire. He now has fourteen ships and has yet to accept and offer from any Ru.

Craw – The most important of the Grum Zar Akim. The cult has no official structure, but he is the closes thing to a leader they have.

Zeneith Nor - Senior monk of the MuQurk. He has a lot of influence with the emperor. He also is the only MuQurk with the power to allow someone to learn the orders secrets.

The Yar Family – Based in Bay of Crows they are the most powerful family on Inixsca. They are currently on the outs with the royal family because of the fallout from their raid on the Gnomish city of Culmouth. (details below)

The Zreth Family – Based in the capital a rich, but until recently an unimportant family. They are now at the center of a firestorm of controversy as the Yar family’s co-conspirators.

Politics/Government-

The Rulership of Zohran is divided between the Emperor and the Church. In the early days of the empire the Emperor held a lot of sway and could direct the church. Over the years the ability for the emperor to influence the church as all but disappeared. Not it is a balancing act between the goals of the emperor and the goals of the church.

The Emperor has control over military matters, foreign relations, and economic matters. The Church has control over social and moral issues. Both the Emperor and the Church have a large number of administrators and civil servants.

Because of this duality the citizen of Zohran must follow two sets of laws. Kitar laws are the laws that govern civil and trade issues Kimish laws are the laws that are decreed by the church. The government and the church both administer their laws separately, but with equal vigour.

Punishment: There are no prisons in Zohran. The entire idea is foreign to them. Minor punishments consist of fines and corporeal punishment. Serious punishment usually involves losing Caste status, being sold as a slave or death.


Religion/s-

Akim is a LE god his domains are Law, Domination, Ocean, and Tyranny

Followers of Akim believe that there is a place for all things and all things must be in their place. He is a strict god of control and order.

The church of Akim is now 700 years old and its history is the history of the empire. No other religious belief is allowed.

There are nine saints in the Akim church and many followers worship a saint as their path to Akim. (The saints will be flushed out latter)

The origin of Akim: As is known by a very small handful of monks of the MuQurk. Akim is a lie. Rank Nor made the religion up in order to control the population. This however brings up a very important point. If Akim is not real, Where do the spells that the cleric cast come from.

There are several possibilities:

1- Akim is real and Rank Nor was receiving divine guidance without knowing it.
2- Some other god is granting powers to the followers of Akim for his own unknown goals.
3- Akim came into being because of the worship of the Gobliniods of Zohran.
4- The clerics simply get their powers from the ideas of Akim without a divine entity. As if they just worshiped a certain domain.

Whatever the reason the answer to the question will have a huge impact on the future of Zohran.

History- present year 697 age of Akim

Unification of Inisca 2378 the lost age - 0 age of Akim
The 3 year war united Inisca under Rank Nor

War of unification 3-7 age of Akim
The 4 year war united the entire empire

The cleansing of the giants on Inixsca 12-17 age of Akim
The brutal and costly campaigns finally end threat of the giants on Inixsca. What few giants survived have never been able to be more then a nuisance to the empire. The Hobgoblin Kugort killed the giant king FearTracker and began his path to sainthood.

The formation of the Castes 20-50 age of Akim
This was a natural evolvement from the increase influence of the church.

The official start of the Caste system 52 age of Akim
This made the Caste system law.

Death of Rank Nor 54 age of Akim
Natural causes. His tomb is one of the most visit sites in Zohran.

Formation of the MuQurk 55 age of Akim
After Rank Nor death the few trusted generals that knew the truth of Akim formed the MuQurk.

The development of the Carrack 60-65 age of Akim
This replaced Kerrs and longships as the standard of the empire.

Death of Mahlash 71 age of Akim
His natural passing was helped along by the MuQurk. He was wallowing in guilt and wanted to allow the secret out. The MuQurk could not allow this. No one outside the MuQurk knows of this.

The three year voyage of the Micar-Tar 91-94 age of Akim
The voyage of the Micar was the first great voyage in the history of the empire. They not only successfully navigate the northern passage, but traveled as far as the Gessian empire. It also was the first ship to foreign born slaves to Zohran

Formation of the Grum Zar Akim 150 age of Akim
Bugbears who worship the saint Krod started to become a problem in the cities of Zohran. The formation of the Grum Zar Akim was the church way of containing the problem, and also gave them a powerful force loyal to them as opposed to the empire.

The slaying of Terrorfang 242 age of Akim
The ancient wrym red dragon Terrorfang had spent countless centuries on the northern Pack Ice hunting and killing white dragons for some wrong he suffered at their kind. When he at last grew bore, or could find no more prey he ended up coming to Zohran. His presence was devastating to the Island of Inrasca. The emperor knew action had to be taken but he could sent a 1000 goblinoids against Terrorfang and they would be unable slay the mighty beast. He instead put the task to the MiaHar (goblin sappers). The full story of how the MiaHar achieved this goal is told elsewhere.

The invention of the Sexton 305 age of Akim
This invention allowed for far better navigation far from land than was possible before.

The invention of the compass 313 age of Akim
Combined with the sexton navigation reach a new height.

The use of coal replaces wood 320-350 age of Akim
This gradual change lowered the demand of Zohran forest by 80%

The conquering of Steadwick 365 age of Akim
Nearly three quarters of the kingdom of Steadwick was seized during this conflict. Zohran occupied the kingdom until 373 when they were defeated by a combined army of the seven star kingdoms.

The fail Curn assassination of the Queen 460 age of Akim
The Curn family tried to seize the throne by assassinating the queen, who had yet to produce a female child. The attempt coup left the capital in blood. The Curn family was killed and all their lands, slaves and passions went to the queen. This solidified the Nor families place at the top of empire.

The development the schooner 500-530 age of Akim
The schooner is the best and fastest ship in the world. They are never sold outside the Empire on pain of death.

The voyages of the Bradir “black sword” 601-610 age of Akim
The Bradir made three hugely successful and famous voyages where they traveled far and wide. They returned with many exotic items and stories on the first two voyages. Lands filled with snake people and half cat and humans. The Bradir didn’t return however from her third voyage. No word of her appeared until 645 when the Nugmar spotted a low black schooner near the far distant empire of MulDul that could have been the Bradir. As they approached closer they soon realized that the ship was now crewed, by the undead. The fled quickly and only barely managed to out run the sleek Bradir.

NOTE: What exactly happen to the Bradir is up to Random Sasquatch. She is a sleek black low sided three mast Schooner. When she disappeared she carried 30gobin sailors, 10 Hobgoblin officers, 2 hobgoblin navigators, a goblin warmage, a hobgoblin cleric, and 2 full squads of MeaRusk bugbear rangers (30 bugbears in all).

The building of the flagship DirTunekm 660-663 age of Akim
This five masted schooner is the pride of the Zohran navy.

The current Emperor takes the throne 685 age of Akim
Tor Mangz is current emperor and first mate to the queen. He was chosen after proving himself as a military officer.

Notable events in the kingdom-

The most notable recent event was a serious raid by two wealthy families on the gnomish city of Colmouth. The daring raid was very costly and lives and ships, but what plunder was captured was very valuable. Both sides claim victory. The raiders’ claims plunder and the gnomes say they beat back an invasion.

The Emperor was furious that such a politically dangerous raid happened without his knowledge. He was more furious that the gnomes had seized the two masted Coutar (dancing sword). He had to ransom the ship back from the gnomes at four times her value. The gnomes however had the ship for two months.

If the gnomes gathered enough information to build their own Schooners to match those of Zohran is unknown. What this will mean for the future of Zohran’s naval superiority is also unknown.

At home the axe has yet to fall, but the tension in the capital is building to dangerous levels. Everyone knows the emperor is going to make a move, but what form it will take is unknown. To further complicate the matter the two families involved gave much of their plunder to the church to try to buy favour.

Note: I will leave details of the raid and Culmouths reaction to Synecdoche.

Ha:19 of 80! De:43 of 60! Ar:24 of 60! GoL:60 of 72! Ab:59 of 60! Dk:58 of 60! Af:60 of 60 Complete! Ud:60 of 60 Complete! WD:60 of 60 Complete!
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orcdoubleax
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06/29/2006 4:13 AM  
I still have some stuff to flush out. so if you have a question just ask.

Also it is easier to read on the website, because it retained its formating.


Edit: anyone? a review process only works if people review it. [:)]
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orcdoubleax
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06/30/2006 4:37 AM  
The point of the review was to either approve or reject the area as present. is it so bland no one has any opion on it. [B)]

P.S. it is alot easier to read on the web site.

Yes I am Gelatinous.



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Ghendar
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06/30/2006 2:08 PM  
I see no reason to reject it. I like it. It's definitely not the kind of thing I would design. That's good. We need a diverse group of cultures.
I need more time to fully dissect it.

I particularly like your historical footnotes.

WotC - making me wish more and more every day for a return to the TSR days. :(
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Some of my favorite Maxminis quotes
I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM
Could somebody explain Snatch to me? I understand the basics, but not how to enter/use it. - Posted by orcmonk220
G's the man. - Posted By greyhaze on 11/11/2008 8:58 AM
I dont mind butting heads every once in a while. It makes thing interesting. Thats why I'd be heartbroken if Ghendar ever left - Posted By Count Dooku on 04/03/2006 11:58 AM
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AesophDarkfable
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06/30/2006 5:00 PM  
quote:
Originally posted by orcdoubleax

The point of the review was to either approve or reject the area as present. is it so bland no one has any opion on it. [B)]

P.S. it is alot easier to read on the web site.



I think that the reviews will come, just wont be instaneous. I havent got a chance to go any further than cursory glance, but it will get there.

Im out- find me on Hordelings if you want to chat.

orcdoubleax
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07/01/2006 3:39 AM  
quote:
Originally posted by AesophDarkfable

quote:
Originally posted by orcdoubleax

The point of the review was to either approve or reject the area as present. is it so bland no one has any opion on it. [B)]

P.S. it is alot easier to read on the web site.



I think that the reviews will come, just wont be instaneous. I havent got a chance to go any further than cursory glance, but it will get there.



But I am a ridiculasly impateint person. [:o)][:o)][:o)][:o)]

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Random Sasquatch
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07/03/2006 12:26 AM  
Approved.


I'm a big fan of your caste system. The history is good too. I'm going to go to your topic thread and read it again, and I'll re-reply to this thread with a breakdown of your sections.


Well done ODA.


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07/07/2006 10:34 AM  
I haven't contributed to The New World, please take that into consideration when determining what weight to give to these comments . . .
I really appreciate the detail and structure of the nation you've developed, Orc DA. The historical ties, as well as the cultural mix, and a thorough caste system. My one concern is that this culture, as you've defined it, is poised to be THE dominant world power - very British Empire. Which could be just fine, but it does set a tone as far as the whole world goes. You've described some directions that could undermine this supremacy - internal strife, lower magic than other nations, the need for diverted military to keep slaves performing, but I wonder if those (or another aspect) aren't too subtle. Would it be possible to keep the feel but play one of them up. Or perhaps (and I hate to tell you what do to - but as you said, you're a big boy and can easily disregard what I say) this civilization has already passed it's peak. with their high birth (and death) rate, goblinoids would have passed through more generations in 700 years than humans and so this empire is quite old. Perhaps there haven't been any new innovations in some time, perhaps much of the nobility and sr. military is somewhat complacent and busier with internal politics than expansion. In this scenario, the empire itself would be something of a monolith - no one (or no nation) will want to take it on directly, and it's pirates are a fearsome thing, but wise leaders also recognize that the empire isn't likely to be an actual expansionist threat.

Unless, of course, everybody else likes setting the empire up as the principal, obvious bad-guy place (as opposed to principal, less-obvious badguys).

thanks for reading, but more importantly, thanks for taking the time to share your creation.



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07/07/2006 1:53 PM  
quote:
Originally posted by notserious

I haven't contributed to The New World, please take that into consideration when determining what weight to give to these comments . . .
I really appreciate the detail and structure of the nation you've developed, Orc DA. The historical ties, as well as the cultural mix, and a thorough caste system. My one concern is that this culture, as you've defined it, is poised to be THE dominant world power - very British Empire. Which could be just fine, but it does set a tone as far as the whole world goes. You've described some directions that could undermine this supremacy - internal strife, lower magic than other nations, the need for diverted military to keep slaves performing, but I wonder if those (or another aspect) aren't too subtle. Would it be possible to keep the feel but play one of them up. Or perhaps (and I hate to tell you what do to - but as you said, you're a big boy and can easily disregard what I say) this civilization has already passed it's peak. with their high birth (and death) rate, goblinoids would have passed through more generations in 700 years than humans and so this empire is quite old. Perhaps there haven't been any new innovations in some time, perhaps much of the nobility and sr. military is somewhat complacent and busier with internal politics than expansion. In this scenario, the empire itself would be something of a monolith - no one (or no nation) will want to take it on directly, and it's pirates are a fearsome thing, but wise leaders also recognize that the empire isn't likely to be an actual expansionist threat.

Unless, of course, everybody else likes setting the empire up as the principal, obvious bad-guy place (as opposed to principal, less-obvious badguys).

thanks for reading, but more importantly, thanks for taking the time to share your creation.





I agree that the empire does seam quite strong, but there are several other areas that prevent if from trying to expand. I believe the elf nation, the Sahugins and the arcane university are significant local powers that the emperior is careful of.

I don't see the empire invading other lands, but it certainly will hold some sway over trade routes and shipping lanes. A naval based invasion is very difficult because of the inablity to transport enought troops. The empire doesn't have the same on land miltary advantage of modern firepower that Britian was able to use in forming colonies.

I was also thinking of including a relgious reason agaist any wars of expansion. Most likly a prophecy that has to be fullfilled before an expansion war could be undertaken. The idea being that the Rank Nor created the prophecy because at the time he didn't want to over extend the newly formed empire. Now it has become an artifical barrier that prevents out and out warfare. The failure of the invasion of Steadwick proving that no expansion is possible until the prophecy is fullfilled.

I was trying to avoid having the empire in a state of decline, but it is certainly somewhat stagnent. Many of The MuRubk have become bloated and lazy. It however is not to the point of making the emperior ineffective. Yet.

Does this help address your concerns?

Thank you for reading.


Yes I am Gelatinous.



www.gelatinousdudes.com


MightyEinherjar
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07/07/2006 2:52 PM  
I think this world is pretty strong on the military front, so this kingdom doesn't seem to have a glaring power-trip above the rest of them, and has great history. Like the Monotheistic (sp?) aspect.

Approved.

Also, I like that there's a lot of historical basis for things, and it's not straight "pull-out-of-ass."

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Random Sasquatch
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07/07/2006 3:16 PM  
I just spent 2 hours writing a thourough review of your land, but the maxminis board hiccupped and I lost it all.





Don't have the energy to write another one right now.




Why is this board plagued with so many technical problems? Does anyone monitor its upkeep????????


orcdoubleax
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07/07/2006 4:50 PM  
quote:
Originally posted by Random Sasquatch

I just spent 2 hours writing a thourough review of your land, but the maxminis board hiccupped and I lost it all.





Don't have the energy to write another one right now.




Why is this board plagued with so many technical problems? Does anyone monitor its upkeep????????



The board is simply overloaded. it can not handle the number of hits and post. They do what they can.

Yes I am Gelatinous.



www.gelatinousdudes.com


Random Sasquatch
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07/08/2006 3:47 AM  
oh.



*stops pulling hair out*

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