Difference between revisions of "Power empires"

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Founded by charismatic kings many centuries ago, this country continues to be led by those kings. Development of the [[Raise Dead]] spell has negated the need for hereditary rule, and essentially all major aristocrats have been dead for at least a hundred years. While this system leads to significant political stability, the occasional coup leads to the replacement of one ruling tomb-king by another. The accepted code of honor among nobles holds it as incredibly bad form to destroy the soul of another noble, so most deposed tomb-kings lie dead in sarcophagi, ready to be revived and asked to lead again.
 
Founded by charismatic kings many centuries ago, this country continues to be led by those kings. Development of the [[Raise Dead]] spell has negated the need for hereditary rule, and essentially all major aristocrats have been dead for at least a hundred years. While this system leads to significant political stability, the occasional coup leads to the replacement of one ruling tomb-king by another. The accepted code of honor among nobles holds it as incredibly bad form to destroy the soul of another noble, so most deposed tomb-kings lie dead in sarcophagi, ready to be revived and asked to lead again.
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===== Environments =====
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[[#Grassy Plateaus|Grassy Plateaus]]
  
 
==== {{Icon|White}} {{Icon|Purple}} : Magocracy ====
 
==== {{Icon|White}} {{Icon|Purple}} : Magocracy ====
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==== {{Icon|White}} {{Icon|Orange}} : Industrialists ====
 
==== {{Icon|White}} {{Icon|Orange}} : Industrialists ====
  
==== {{Icon|Pink}} {{Icon|Purple}} ====
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==== {{Icon|Pink}} {{Icon|Purple}} Pranel: Thought Police ====
  
 
==== {{Icon|Pink}} {{Icon|Orange}} Grelthon: Demon Hunters ====
 
==== {{Icon|Pink}} {{Icon|Orange}} Grelthon: Demon Hunters ====
  
Flesh-eating, house burning, mind controlling mages gave the people of Grelthon no reason to appreciate the potential benefits of wizardry. Already tough and hardened by their lives on the volcanic mountains of their home country, they were eventually reasonably successful at wiping out the casting members of their population, although spells like [[Time Skip]] mean that such people even from centuries long gone occasionally pop up here and there. Although they're not entirely happy with it, the people of Grelthon do use plenty of magic items in their battles with all of magekind.
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Flesh-eating, house burning, mind controlling mages gave the people of Grelthon no reason to appreciate the potential benefits of wizardry. Already tough and hardened by their lives on the edge of civilization, they were eventually reasonably successful at wiping out the casting members of their population, although spells like [[Time Skip]] mean that such people even from centuries long gone occasionally pop up here and there. Although they're not entirely happy with it, the people of Grelthon do use plenty of magic items in their battles with all of magekind.
  
 
==== {{Icon|Purple}} {{Icon|Orange}} ====
 
==== {{Icon|Purple}} {{Icon|Orange}} ====
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=== Terrains ===
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While each terrain is described by a method for randomly generating a battlefield, after generating a few battlefields you (the DM) may be able to more quickly generate a map of much the same style without using the random generation technique.
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==== Grassy Plateaus ====
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The land where [[Unicorn|Unicorns]] prance is a land of beautiful green fields, broken up into many flat cliff layers.
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Generating a 200 x 200 meter map:
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'''1d6 cliffs''', with the first cliff spanning the map, and each further cliff stretching from a previous cliff or an edge to the edge or another cliff, whichever comes first.
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One side of the cliff is lowered by 2d10 meters, with another 2d10 for every 10 rolled.
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Each cliff has 1d6-3 (minimum 0)  30 to 90 degree turns in it.
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'''1d6 ramps or landslides''' connect higher to lower ground
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'''1d6-4 (minimum 0) rocky bridges''', connecting two regions of equal height, if any such regions are present
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'''1d6-4 (minimum 0) chasms''' spanning the map. The chasms are mostly 2d10 meters wide, and 4d10 meters deep from the lowest cliff regions they cross. Each chasm has 1d6-4 (minimum 0) spots of different width, 2d10 meters wide and 2d10 meters long.
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'''1d6 points of interest''', roll 1d10 for each one and consult this table:
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{| class="d20"
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|+ <div>{{Anchor|Table: Grassy Plateau Points of Interest}}</div>
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|-
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! rowspan="1" | d10 Roll
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! rowspan="1" | Feature
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|-
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|1|| A small shrine
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|-
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|2, 3|| A pond
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|-
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|4|| A lower cliff area is filled with water, or a chasm is actually a river
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|-
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|5|| A large boulder
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|-
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|6, 7|| A farm
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|-
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|8|| A tower
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|-
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|9|| A grove
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|-
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|10|| A cave or pit
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|- class="noalt"
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|}
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For inhabited plateaus, after performing the above steps, place buildings in appropriate places.
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* Enthurians have castles, walled and unwalled cities, and villages. Cities and villages may spill over from one plateau to another.
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* Grelthonites prefer to build their small villages into the sides of cliffs. When they expand more than the cliff face can handle, they extend into the cliff as well as onto mildly distant cliff faces. Grelthonites usually have outpost towers around their cities.
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* Praneli prefer circular, conical, or spiral walled cities, so they usually build on the largest plateau available.

Revision as of 14:58, 5 January 2013

The world of Power Empires is a spherical planet.

Civilizations

WhiteGem.png Pink Gem.png Enthuria: Tomb-Kings

Founded by charismatic kings many centuries ago, this country continues to be led by those kings. Development of the Raise Dead spell has negated the need for hereditary rule, and essentially all major aristocrats have been dead for at least a hundred years. While this system leads to significant political stability, the occasional coup leads to the replacement of one ruling tomb-king by another. The accepted code of honor among nobles holds it as incredibly bad form to destroy the soul of another noble, so most deposed tomb-kings lie dead in sarcophagi, ready to be revived and asked to lead again.

Environments

Grassy Plateaus

WhiteGem.png PurpleGem.png : Magocracy

WhiteGem.png OrangeGem.png : Industrialists

Pink Gem.png PurpleGem.png Pranel: Thought Police

Pink Gem.png OrangeGem.png Grelthon: Demon Hunters

Flesh-eating, house burning, mind controlling mages gave the people of Grelthon no reason to appreciate the potential benefits of wizardry. Already tough and hardened by their lives on the edge of civilization, they were eventually reasonably successful at wiping out the casting members of their population, although spells like Time Skip mean that such people even from centuries long gone occasionally pop up here and there. Although they're not entirely happy with it, the people of Grelthon do use plenty of magic items in their battles with all of magekind.

PurpleGem.png OrangeGem.png

Terrains

While each terrain is described by a method for randomly generating a battlefield, after generating a few battlefields you (the DM) may be able to more quickly generate a map of much the same style without using the random generation technique.

Grassy Plateaus

The land where Unicorns prance is a land of beautiful green fields, broken up into many flat cliff layers.

Generating a 200 x 200 meter map:

1d6 cliffs, with the first cliff spanning the map, and each further cliff stretching from a previous cliff or an edge to the edge or another cliff, whichever comes first.

One side of the cliff is lowered by 2d10 meters, with another 2d10 for every 10 rolled.

Each cliff has 1d6-3 (minimum 0) 30 to 90 degree turns in it.

1d6 ramps or landslides connect higher to lower ground

1d6-4 (minimum 0) rocky bridges, connecting two regions of equal height, if any such regions are present

1d6-4 (minimum 0) chasms spanning the map. The chasms are mostly 2d10 meters wide, and 4d10 meters deep from the lowest cliff regions they cross. Each chasm has 1d6-4 (minimum 0) spots of different width, 2d10 meters wide and 2d10 meters long.

1d6 points of interest, roll 1d10 for each one and consult this table:

Table: Grassy Plateau Points of Interest

d10 Roll Feature
1 A small shrine
2, 3 A pond
4 A lower cliff area is filled with water, or a chasm is actually a river
5 A large boulder
6, 7 A farm
8 A tower
9 A grove
10 A cave or pit

For inhabited plateaus, after performing the above steps, place buildings in appropriate places.

  • Enthurians have castles, walled and unwalled cities, and villages. Cities and villages may spill over from one plateau to another.
  • Grelthonites prefer to build their small villages into the sides of cliffs. When they expand more than the cliff face can handle, they extend into the cliff as well as onto mildly distant cliff faces. Grelthonites usually have outpost towers around their cities.
  • Praneli prefer circular, conical, or spiral walled cities, so they usually build on the largest plateau available.