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OCYOAG world information raw pastes

Apr 5th, 2020
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  1. >Nation: Aronbor
  2.  
  3. Kingdom, Primogeniture.
  4. >Age: Ancient, like 1000 years in its current state.
  5. Culture: Authoritarian(-), Xenophobic(-), Militaristic, Materialists.
  6. >The idea is they are a military focused culture, who don't like other groups unless they respect them (Green), for some reason. Either because of old ties or perhaps military might.
  7. Capitol: Mas Nion (Mas in their language being something akin to "City" or "Fortress")
  8. >Traits: Standing Army, Extensive stone works, Known as simple or blunt to others nations. "Im met Arons with more sense than you" or "Aronbor prizes its quarries, but their skulls are thicker than any rock they'll ever find"
  9. Relations: Allied with Green for many many years, have good relationship with the nearby Dwarves, but otherwise try to remain distant / neutral with the others. Are prone to reacting violently when they feel threatened.
  10.  
  11. Still trying to think up some cool characters to be involved there.
  12.  
  13.  
  14. Ko’bra
  15.  
  16. >Name: Ko'bra
  17. Empire, Emperor as living deity
  18. >Age: ~500 years
  19. Culture: Authoritarian, Xenophobic, Militaristic, Spiritual.
  20. > Capital Name: Maka'vel (Forest-City)
  21. Traits: Forest Dwellers, Highly aggressive, Pretty much Aztecs but snakes.
  22. > Relations: At war with Lizardmen in marshes
  23. Important people: Emperor Kulukan, High Priest of the Sun God ?
  24.  
  25.  
  26. >Nation Name: Courovon
  27.  
  28. Type of State: Elective Monarchy
  29. >Age of State: Very very old, but size and shape have changed dramatically over the years.
  30. Cultural Ethics: Egalitarian, Xenophilic, Militarist, Materialistic
  31. >Capital Name: The Capital changes with every election, current capital is Yorns Hold
  32. Most Notable Traits: Prized Horses, Surprisingly democratic, Allotment Army
  33. >Notable relations: Very close with Yellow (Aronbor), Aronbor was many many year ago actually apart of this nation, but split off peacefully. (Maybe as a reward? or vote?) They maintain very close ties, and still have some shared culture / language. Courovon trade wagons go everywhere, and are a welcome sight with few turning them away
  34. Dramatis Personae (should probably go with 3 max again, either in the court such as the ruler, or other notables such as loyal heroes, or living weapons like Fluder or Gazef)
  35.  
  36. Other:
  37. 1. Almost everyone in Courvon has ridden a horse in their life-time, and some boast that their children learn how to ride one before they even know how to walk.
  38. 2. One of the larger nations, they maintain their borders though an allotment system, as well as good relations with their neighbours. Their southern border has castles, fortresses, and watch towers to spot for Goblin aggression. While they can't do well pursuing the goblins into the forests due to goblin trickery and the loss of their greatest strength (a fast mounted force) likewise, the Goblins can't do much significant harm due to how quickly a force can be rallied against them, and the overwhelming advantage mounted troops have on the plains.
  39. 3. By far most most of the land is arable with pastoral land in the south and east. This is fortunate for them, as live stock can be moved when raids are imminent.
  40. 4. Up northern and in wide expanses of plains that are too dry for most crops. the people of become the greatest horse-breeders
  41.  
  42. The land is lush, but the seasons can be quite harsh, likewise, the relative safety they have been afforded by thier geographic positioning means they spend most of their time plotting and fighting against each other rather than outsiders. This is because their elective system of rulership.
  43.  
  44. The "Prince" (ruler) is elected from among the great families, and they rule for life - as a king normally would. Upon their death, an election is held to find the replacement. This historically means that the only way to remove a Prince is assassination, and each family vies continually for favor with the others to have them support their claims for the position when the time comes.
  45.  
  46. The people are tall and fair. They hate to walk anywhere when they could ride. And ones Horse is often a visual identifier of their worth or status. Even women being known to ride mighty war horses rather than smaller daintier breeds.
  47.  
  48. The Courvon obsession makes horse breeding and horse racing important elements of their culture, and politics. Plots to undermine a rival’s horses are commonplace. Horse Races are one of the greatest events of the year, with the Prince attending the championship at the years end (traditionally).
  49.  
  50. >>70895500
  51. Ah, I guess. Might need to change Courovon then, since I wrote it with a big open area known for farming. Probably just scrap courovon actually since it doesnt fit in Yellow.
  52.  
  53.  
  54. The Tengrii (Empire)
  55.  
  56. Elective Monarchy
  57. 300 Years Old
  58. Militarist, Authoritarian, Xenophilic, Expansionist
  59. Capital: Divajin, Heavens’ Perch
  60. Current Ruler: Aquila Kahn, indirect descendant of the former ruler of the Tengrii Empire, Kipiter Kahn
  61.  
  62. Brief Notes:
  63.  
  64. Birdmen mongols, who leveraged flight rather than horses. Fast flying armies and superior bows let them rapidly establish the largest empire in the continent's known history. However, their Kahn, Kipiter, was assassinated mysteriously, causing great unrest; and not long after that, mighty wild magic from an unknown source or perhaps a WCI stripped the ability to fly from a full generation of birdfolk. These two events ended their empire almost as soon as it began. Are responsible for dissemination of technology, letters and ideas across the continent, but didn't quite last long enough to fundamentally change the peoples they ruled over.
  65.  
  66. Notable relations:
  67. Were an enemy of basically every other nation during recent history- most kingdoms are racist against birdfolk as a consequence, and many strongholds still have upward facing murder holes as a legacy of bird folk raids. The desert kingdoms and beastfolk tribes, however, show them great respect and deference, partly because their nomadic lifestyle makes them easy prey, and partly because the Tengrii brought them helpful technology and ideas; some current beastfolk chieftains are direct descendants of slaves given leadership positions to rule on the Tengrii's behalf. The Thoecracy, who suffered greatly at their hands for resisting their empire, like them least and would see them exterminated. The nearby dark kingdom is presently giving them grief.
  68.  
  69. For their part, The Tengrii believe themselves superior to everyone that can't fly naturally, although their laws of hospitality mean they aren’t total dicks to strangers- excepting elves, as they are suspected to have cast the wild magic that crippled a generation
  70.  
  71. Swennet
  72.  
  73. Theocracy
  74. Exactly 500 years old
  75. Xenophobic, Isolationist, Theocracy
  76. Central Populations:
  77. Capital: Aldahab
  78. Current Ruler: High Priestess Delphine Anasos
  79.  
  80. Brief Notes:
  81.  
  82. Plagued on all sides by vicious beastfolk- the Tengrii, the Centaur Tribes, and the horrors of the Darklands- and additionally gripped by a shortage of both water and arable land, it is no surprise that the Swennet are as grim macabre as they are. In Swennet, a death is celebrated equally as much as a birth, for to them, death is merely leaving this world to be reborn the next. They believe this world is but one of many, and that a cessation in this realm is a prelude to travel to the next. Their legend tells of an ancient figure, who they call ‘the Traveller,’ who did exactly that, travelling to this world from another upon their death, who bestowed upon them great wisdom and knowledge.
  83.  
  84. The Swennet have five main towns, of which their capital, Aldahab, is noticeably larger and far more grand than the others- according to legends, this is where their traveller entered this realm. Aldahab is where their priestess rulers live, who alone have access to the extensive labyrinth beneath Aldahab, where they go to commune with their gods. When Aldahab was conquered by the Tengrii Empire, the greatest casualties the birdmen took were the convocations that vanished without a trace or warning after entering the labyrinth.
  85.  
  86. Relations with other cultures:
  87.  
  88. The Swennet do not hold other humans highly, as their legends say they rejected the traveller and his truths, caused the traveller to abandon this world in despair. It goes without saying that they are enemies with the Tengrii, the Centaur Tribes, and the peoples of the Darklands. They are cordially neutral with the Oustrad holds, and have been known to ally with them against Tengrii and Darkland incursions.
  89. >The harshness of the desert and the hostility of the neighbouring monsterfolk have a great stabilising effect on Swennet; as a result, there are very few political dissenters, or atleast none that have ever been significant. Heretics crop up now and again, who are banished into the Aldahab labyrinth when found.
  90.  
  91. >A few generations ago, a high priestess disappeared in the labyrinth shortly after her reign began. She was declared a heretic after the fact, and this was followed by a purge amongst the priesthood. The general populace was mostly unaffected, becoming aware of the situation after it had concluded. Details about the event are scarce- rumours say that the priestess's successor descended into the labyrinth alongside her, and that some foul play was afoot. The official church canon states that there was a 'revelation from the Gods' which exposed the heresy.
  92.  
  93. >The settlements besides Aldahab are all near water sources, meaning there is some food to go around. Even so, there is very little to sustain the populations of those areas during dry seasons, which is most of the time; this is another reason for the macabre nature of the Swennetians, as not only is it believed the deceased has a good chance at isekai, but it also means there will also be more to go around. They depend on crops and cattle milk for sustenance. Those nearer Aldahab make use of the groundwater near the city. The more elite of Aldahab receives their foodstuffs from the church, who are skilled practitioners of conjuration magic.
  94.  
  95.  
  96. >The traveller only told them of two worlds, separate to the New World. Beyond that, it is a mystery of where they will go, or in which they will be reborn. There is a possibility of other worlds besides the two mentioned.
  97.  
  98. Many funerary rites involve ritualistically equipping the the deceased with the trappings and knowledge to succeed in the place they end up. This can go all the way up to lecturing the recently deceased, to impart wisdom before their soul leaves.
  99.  
  100. >Also, a bit of a weird take on adventuring in these folks. On the one hand, the nation is surrounded on all sides by deadly threats that make travelling especially deadly; but on the other, death is thought of as a way to leave this world for another- one that is not necessarily better. As a result, adventurers are usually thought of as a kind of dead man walking-sometimes unofficially referred to as "Dead Men"- but despite this the profession itself is not discouraged.
  101.  
  102.  
  103.  
  104.  
  105. The Western Centaur Tribes
  106.  
  107. Loosely governed by a council of senior individuals, comprising members from all tribes
  108. Age unknown, Probably very old
  109. Xenophobic, Isolationist, Meritocracy
  110. Disparate tribal populations
  111. No single ruler
  112.  
  113. Brief Notes:
  114. Between desert and sea, the centaur tribe’s rule.
  115. Separated from their (slightly) more peaceful kin ages ago when the mountains arose, the centaurs of the plains have grown to be fiercely territorial warriors. They tend to be skilled archers.
  116. While most centaurs are herbivorous, the centaurs in this area have adapted to omnivory, eating meat and especially fish. Like other centaurs, they have a weakness for alcohol, and it is their most coveted import. They do ferment their own with a coastal berry, which is precious both to them, and to human connoisseurs who can appreciate its subtle flavour.
  117. Legends claim that they kill and eat humanoids. Whether this is true or not, the centaur tribes do violently contest encroaching humanoids, especially the nomads in the desert region that would dearly love to oust the centaurs to make use of their more fertile land.
  118. Tribal members usually have to pass rigorous tests of merit to become adults. Adoption and intermarriage between tribes is common, and many centaurs will have been a part of several different tribes at different stages over their life.
  119.  
  120. Relations with other cultures:
  121. The birdfolk have interacted with the centaurs since time immemorial, long before the Tengrii empire was created. The two cultures have always been close allies. The centaurs have usually been the more subservient in the relationship.
  122. Have a great dislike of humans, though they will trade for alcohol. Leaning into tradition, family values, and low key alcoholism, they get on well with the dwarves of the Oustrad holds. Will sometimes capture humans specifically to trade to the birdfolk as slaves, but have little use for humans themselves.
  123. Most centaurs in the Centaur Plains are expected to fulfil some challenge to join into a new social group. This can be something token, or it could be some form of adventure. Of all the tribes, the Gerhoch are the group most likely to hand out a deadly quest as a right of passage.
  124.  
  125. They are named for Ber'gerhoch, a legendary centaur from ancient times with many fantastic deeds attributed to him. Amongst these deeds was fathering foals with 100 mares from amongst all of the tribes of the plains; As a result, any centaur from any tribe can try to claim the right to be adopted, however applicants must pass an especially dangerous and difficult quest to be so adopted.
  126.  
  127. The Gerhoch are traditionally relied upon by the elder council when issues come arise. Accordingly, the Gerhoch could be thought of as the 'adventurer's guild' of the Centaur Plain. They are well respected amongst the centaur tribes, and accordingly adoption into the tribe is greatly sought after.
  128.  
  129. Gerhoch children are not exempt from the requirement to do questing, and must complete a quest upon reaching adulthood or else be banished from the tribe. Realistically though, most have the help of their parents on this quest, so it is very rare for such an event to happen.
  130.  
  131.  
  132.  
  133. The Darklands
  134. 3+ polities, Xenovoric, Isolationist
  135. Unknown Ages
  136. Ruler: Anastasius (Brain Eaters), Nihis (Troglodytes), Alichino (Imps)
  137.  
  138. The Darklands are not home to one nation, but to several. The commonly encountered peoples nearest the surface include: a population of brain eaters, led by a Pope Anastasius that has transferred through 100 different hosts; several tribes of troglodytes (a lizardfolk subspecies), currently united by a patriarch called Nihis for the past 5 years; and a colony of imps, led by the governor Alichino, an incubus that has recently reattained power from his treacherous sister Calcabrina a few decades prior.
  139. The troglodytes have almost always been subservient to the other two powers. The brain eaters and the demons have warred with each other in the past, but for now they are at peace. All three groups are known to travel to the surface realm under the cover of darkness to prey on the other nations in the area.
  140. The Darklands goes on and on, ever downwards. No one has ever reached the bottom, not even the darklanders themselves. No adventurer has journeyed beyond this point, but one did return to the surface with an account from a demon who had. That demon described how the darklands continued on and on, with each layer containing a new mystery and new dangers; a mysterious tomb structure, filled with deadly metallic undead of great size; a forest of screaming trees, inhabited by vampiric harpies; a fathomless staircase patrolled by floating flames of great and cruel sentience; and an ocean inhabited by the ancestors of the Brain Eaters, whose frozen bottom- lying two thousand kilometres below the Earth’s surface- marks the limit of the Demon’s knowledge of the darklands.
  141. Many people understandably think this account to be pure myth or exaggeration. Some posit that the phenomena of the Darklands are caused by magical interference from the elemental planes. Others say that the darklands eventually spill out into Hell itself. And some say the darklands go on forever and ever.
  142.  
  143. Relations with other nations:
  144. Virtually all the nations around the Darklands are nominally at war with them; for their part, the brain eater cities, the imp colonies and the troglodyte tribes regard all the surrounding nations as ‘on the menu’.
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