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Post by Mr Darke on Mar 25, 2018 13:39:50 GMT -5
Overview
Note 1: I am essentially leaving this alone from its original form except for making light ties to the church to show some conflict between traditional beliefs and the new faith. The original did not have the church as it was far removed from Europa as a whole.
Note 2: The original was placed in North America and due to an unnamed incident Vinland (North America) was cut off from Europa. I am leaving this be but an alternate location could be Northern Germany.
Note 3: At this time I will be using real world names for the ethnicities and calendars. This will be changed and a glossary placed in the thread to show the similarities.
Note 4: This is basically an amalgam of the Smokey Mountains and Ozarks region. For the most part the areas described are analogous to Laclede, Wright, Green and Dallas counties with the central location being the Lebanon, MO surrounding area but altered for artistic license.
The Karstlands, is the name of a loose confederation of counties, states and family held areas covering some 47,000 square miles of territory. It is made up of low lying mountains, river valleys, caves and spring fed rivers. The forests are a mix of deciduous and evergreen trees as well as many types of plants that date back to an ancient age. Fauna is a wide range of creatures that characterize the midland nature of the region and are representative of the area being a crossroads for the continent. The area was originally settled by native tribes with the dominate tribe being a semi nomadic group that would move only according to seasons and would settle only ancestral regions given to them by their Gods. Each clan had no more than three areas it was allowed to settle.
When the first of the Germanic Peoples came they found the ruins of towns and cities built by the natives but they were long abandoned after an unknown event that spelled the end of most of the native civilization in the region. Besides the natives (Skraelings) the settlers were shocked to see that there were dwarven and elven clans in the region. The elves had obviously came from Faerie but it is still a mystery as to how the dwarves came as they had many of the Germanic Names and beliefs that was common in Northern Europa. Further contact with the Skraelings showed that they had adopted some of the Europan ways and customs. Ultimately worshipping a Horned God and Moon Goddess and their children known as the Vana. Scholars would suspect that these gods were an amalgamation of certain Europan Gods or quite possibly an extension of the Vanir deities.
Along with the deities the Skraelings had also adopted many Europan customs. Unlike other Skraeling tribes they worked in Runes, built types of halls and also Europan style weapons and armor. This unique mixture would be a foundation of the unique culture formed by the settlers. They found much in common with the Germanic peoples and the later Celtic tribes that would come. These circumstances helped the human tribes come together to form a culture with little conflict besides the typical clan skirmishes.
Over the centuries the humans would create a unique culture that was based on their connection to the land, cultural similarities and similar legends. There are very few actual cities with most of the people being farmers or craftsmen. Magic tends to the natural and divine side with only a bit of the arcane or hermetic arts practiced. This can lead some folks to think that this is a backwards and unlearned people. However, what they lack in formal education they make up in cunning, understanding of wisdom and crafting like few have ever seen.
The people also contend with the weather, monsters and horrors from the underworld. Goblin kind lives in all areas, mountain dragons (not true dragons) prey on livestock and people, other old horrors exist from an ancient time and roam the land. The weather can be harsh with winters that are bitter cold, snowy and sometime throws fierce ice storms. Spring and fall bring storms that can flood whole regions. Summer can be brutally hot and humid and the death toll of those not prepared can be high.
The caves, old ruins and underworld provides lots of adventure opportunities. The riches of the old civilization are a draw and downfall to many treasure hunters. It is an old land of mystery, tradition and primal gods. The Karstlands, a mystery of Vinland, is open to those who dare explore.
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Post by The Archivist on Mar 31, 2018 16:02:48 GMT -5
This sounds like something a lot of people would love to play in. The name "The Karstlands" is way cool.
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Post by Mr Darke on Apr 3, 2018 21:33:51 GMT -5
Thank you. I had a bit of a net outage but should be back up to work later this week.
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Post by Mr Darke on Apr 8, 2018 12:20:24 GMT -5
People of The Karstlands
For ease of comparison the following are the ethnicities and real world analogs of the peoples of the Karstlands. Note that these are rough equivalents and not hard set
Humans
Asa: Saxon and Gothic mix.
Skraeling: Native American but mixed with European ideas and gods.
Canibri: Celtic peoples. But have ties to the Germanics in many ways. (1)
Demi-Humans
Elves: Traditionally they are Alfar but using the descriptions of Elves in Core D&D is fine.
Dwarves: Svartalfar. While they are considered an Alfar branch it is thought they have more in common with humans. They may be related in some way.
Gnomes: They are considered embodied earth or nature spirits.
Halflings: A rare race in the Karstlands almost to the point of non-existence. They are thought to be a dying breed and little is known of them. Possibly an offshoot of gnomes. (mat be removed)
Other
Yuhr: An enigmatic mountain dwelling race thought to be descended from Giants. Legend says that the Dwarves and Humans are spin offs of the race.
Spiritually, Humans tend to worship both the Aesir (Eos) and Vana but Vanic worship is slightly more popular due to the crafting and farming nature of the people. Alfar and Gnomes are strictly Vanic in practice with some acknowledgement to the Eos. Dwarves tend to both but lean toward the Eos but tend to be more inclined to follow ancestral deities. Thor (Donnar) is the more popular of the Eos in his warrior and crafting guise.
Racial purity is not a concept that the people follow. They see the legends as somewhat tribal and note that there is intermixing between the tribes. As well, an actual Karstlands ethnicity is emerging and it is seen as the will of the Gods to have an actual people form there.
Dress is a mixture of all of the various cultures but tends towards variations of blues, greens and blacks. Earth tones are common among the Skraelings and the Canibri have copied this some. Do not assume that tribal styles are set. Skraelings do not dress in the stereotypical loin cloths and Amerindian garb having always had some Europan bend to their dress. Also stay away from the stereotypical native names. I personally hate this in campaigns as I feel it gets too outrageous and parodies the culture. Years of sharing among the peoples have changed naming conventions. I only say this because I have friends that are Amerindian and I want to respect them. Note that I am not in the SJW/Snowflake frame of mind here, I just want to be respectful.
[/Semi-rant]
This should be enough to give everyone a good start as to how the various races work in relation to the setting.
(1) This is going from the theory of the Indo-European culture that hypothesizes that the Vedic, Germanic and Celtic cultures and peoples are related.
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Post by Mr Darke on Apr 14, 2018 13:47:26 GMT -5
Lay of the Land
The Karstlands is known for its erratic weather. With the Lake of Storms in the north affecting weather and the lay of the land the whole region can be brutal at times. Summers can be hot to the point of danger with high humidity. Winters can be brutally cold with wind chills hitting the negatives. There is also a tendency toward ice storms and a unique phenomenon known as Thunder Snow. One of the most extreme days noted was in October that started with temps in the 70s, followed by storms that threw two tornadoes and ended with snow cover up to 3 inches. There was also a day in mid summer that dropped to below freezing and two weeks in December that topped in the 60s. So weather can be unpredictable and many magicians and druids have looked into magically controlling the weather to some extent. There have been some breakthroughs that give small areas more stable patterns.
These patterns are also thought to be magical in nature due to a cataclysm that happened in the past. Again mages have looked into dispelling the magic but have had little luck. However it has been noted that the weather has stabilized over the years and there has been less concern over the extremes with people only worrying about the sever storms coming out of the lake which is a natural phenomenon.
Geography is also unique. The whole of the land was a sea bed millions of years ago which formed the hills and caves in the area. The Lake Of Storms to the north is the remaining remnant of the old sea which accounts for some of the creatures living in it. The terrain can be rough at times due to this and the various rivers and tributaries in the region which can and will flood in high rains.
While there are some good roads many tend to be trails and tracks that can become unnavigable in extreme weather. Cities and towns have to be built around these challenges and some have disappeared entirely in sinkholes and flooding. A whole area went 'missing' in a series of winter earth quakes which saw the end of one city, several towns and the creation of a natural impoundment. This lost area is a popular adventuring sight although it is known to be deadly.
Education and Technology
For a seemingly isolated area, the people are surprisingly educated. Many can read, do math and know a fair amount of history. The craftsman and merchant classes know a bit more having been educated in economic theory and some philosophy. The nobility and priest classes are the most educated having had what is considered a classical education and have the ability to further their knowledge at their leisure. Some become teachers and have even proposed the idea of a type of public schooling that would help further the lower classes. Though they do see this as possibly threatening to their positions of power.
Technology is a bit higher than most standard settings. Having no dark age and the belief in furthering knowledge has allowed for the applied sciences to grow. Construction, medical knowledge and such are growing. Plumbing is growing more common as is the use of concrete and some manufacturing is in its infancy. New practices in metallurgy and blacksmithing has produced stronger weapons and armor.
Arcanists have also been applying magic to mundane uses and have been successful in installing magical lighting, water heaters, food preservation and other conveniences. However these are expensive and only in the realm of the rich or nobles. As well the production of offensive and defensive magic items are changing warfare but only the more powerful countries can afford them.
Remember that the higher technology is rare and not freely available. Many things will not even be able to be manufactured even for high prices.
Next up: Mage Orders
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Post by Mr Darke on May 13, 2018 18:57:37 GMT -5
I'm skipping Mage Orders for the moment as I am having issues with a few things on them. With that I am moving to a different topic: Slight RevisionsWhile going through the posts and surviving notes I found where I did change direction and am going to post the newer version of things as opposed to the earlier. This may help show how it evolved and was molded. The newer version was both a continuation of where I originally left off and new ideas that came about after several of Chris and I's discussions. There is a change up of social structure and ethnic background, a synchronized faith and higher technology level. If you have skimmed this board this was done to merge the ideas of Raven's Keep and The Karstlands onto a single world. While they were part of a single world there were problems linking them due to differences in both works. Thus we melded ideas and after some work we did get mostly what we wanted. What follows are the major changes to the idea that will be worked into a final document (it's a long way off). People and HistoryRather than a larger Germanic background the Germanic blood is about 20% of the settlers. The majority population is an Anglo-Celtic mix with the Germanic/Saxon peoples coming in later and in smaller numbers. The Skraelings were all but gone at this point leaving some ruins and their mysterious burial mounds. The few that were left told of a strange disease that killed most of them off. Hunted to the brink of extinction by monsters the Skraelings willingly joined the new nations being built but retained their cultural identity for the most part. Demi-Humans see little if any change at all. SettingThe location was moved several times and one I am toying with, to include the Karstlands in the main setting, is to move the area to the British Isles but modified. The Karstlands and Calontir would set between England and Ireland. This was an idea we both had when we wanted to scrap the idea of Vinland and focus on Europe. I tend to agree with this move as it puts everything in one place. ReligionIn a nutshell it would be Anglo-Catholic with a bit higher focus on certain saints and some old deities being canonized as saints. The people never could fully drop their earlier practices and synchronized them with the Church. Ancestor veneration and prayers for the dead is also in higher use than on the continent. As well, folk and occult practices still exist and are usually overlooked or synchronized. Technology and EducationThere was two schools of thought. The original was a bit higher than Middle Ages to Early Renaissance. The newer was what we dubbed "Ebberon Light". Chris and I were both burning out on medieval fantasy and were toying with ideas from 'Weird West' stories, steampunk and dungeonpunk. Personally I am leaning to the latter ideas as I am still not over my burnout and could always set other campaigns at an earlier time period. Final Thoughts
As I go through my things there is a possibility that other notes can be found. That said, what I am doing is trying to merge my various ideas and settings into a whole and make a final setting out of my notes. Things can and will change as I put years of campaigns and playing onto paper and get something that looks like a setting out of it.
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Post by Mighty Darci on May 14, 2018 21:55:48 GMT -5
I like what you are doing here Mr Darke!
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Post by Mr Darke on May 17, 2018 12:14:10 GMT -5
Thank you very much. The unification of the ideas is not as hard as I thought it would be. Since there are common underlying themes in all of my 'mini-settings' this makes it a bit easier to work with. Which makes it a matter of placing everything and smoothing it all over. There is also looking at the influences that I have had over the years that helped create the setting. They range from certain comics, other RPGs, video games and an assortment of bits and pieces of history and legend.
I am glad so many have responded positively to this as it helps me work toward the final codification of the setting.
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Post by Mr Darke on May 20, 2018 13:27:24 GMT -5
Technology LevelAs stated before the technology level in the Kartslands is higher than it is in a standard D&D campaign. Items like the printing press, magical lighting, plumbing and such exist in the world though some of it is still expensive and only in the realm of the rich or noble families. The assumption on some of this technology is that many of the inventions of those like Da Vinci were made available and possible as well as the Church pursuing the applied sciences to the point that it was responsible for many ideas reaching the public. More than a few clerics are also scientists, engineers and inventors on the side. The biggest change to the world comes from two discoveries that were almost simultaneous. The first was the discovery of Phaedric Ore in a dwarven mine and the second was the finding that the oil of the Ronlini Whale was an excellent source of energy. Phaedric Ore has certain 'magical' properties that when harnessed could power certain devices for a long amount of time. Whale Oil, while volatile, could also be used in smaller scale machines to automate certain practices. Experimentation with both has opened up some technology that would appear no different than late 19th or early 20th century inventions. Steam power was used some but was pushed out by the two new sources. Within 50 years of discovery many new inventions came about including the first airships. Though the first were bulky and were slower than typical land speeds; it wasn't long until the ships reached nautical speeds on the right air currents. However, airships are very expensive and need the right docks and equipment for landing. Typical airships run are ore powered though some run on oil but they have a tendency to ignite the oil when in storms. While technology is higher there one other thing of note; industrialisation has not taken hold of the world. Many see the early attempts of it as an affront to humanity as the tendency to use people as one would animals or resources as an abomination. The Church has also come out against larger scale industry as a violation of the natural order of things and has condemned the practice to a point. Thus industry as we know it has not taken hold and the main producers still remain farmers and craftsmen on a smaller scale. This has created a unique situation that some would not see as working but somehow it does. Also remember this is a fantasy setting so it works because I say so...
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Post by mao on Jun 5, 2018 12:12:16 GMT -5
More Please!?!?!a
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Post by True Black Raven on Jun 5, 2018 17:35:31 GMT -5
I'll second that motion, good stuff!
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Post by Mr Darke on Sept 8, 2018 20:54:58 GMT -5
Been busy with work, training/brushing up on welding, personal issues and a coming move. So things have hit a bit of a standstill. I did add in a copyright/OGC notice just in case I try to publish this mess.
That said, I have been reworking some things to be a bit closer to standard fantasy but keeping some of the quirks. The world was always tied to Heroic and Dark Fantasy so that is a goal. I am also going to tie it to a system and I am looking at either S&W: Complete/Core or BFRPG if I decide to publish anything. I am leaning to S&W since I could use the extra cash..LOL
That said, here is a list of things I am working or reworking:
Religion
I am going to make the overall church a three branch faith. There is the Orthodox, Reformed and Mystic branches with the Karstlands church being an offshoot of all three traditions but has more in common with the Orthodox and Mystic branches.
Backstory
Setting backstory will be codified and exist to drive the setting forward. Ancient, middle and recent history will be touched on.
Classes, Races and Other
The classes will be worked on in flavor and slightly altered to fit the setting.
Future Plans
A possible 'Heroes of the Karstlands' S&W supplement that gives the mechanical changes and some introduction to the setting as a whole.
So far that is what I have and I am hoping to get back on this sooner rather than later.
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Post by Hexenritter Verlag on Sept 9, 2018 12:05:02 GMT -5
Been busy with work, training/brushing up on welding, personal issues and a coming move. So things have hit a bit of a standstill. I did add in a copyright/OGC notice just in case I try to publish this mess. That said, I have been reworking some things to be a bit closer to standard fantasy but keeping some of the quirks. The world was always tied to Heroic and Dark Fantasy so that is a goal. I am also going to tie it to a system and I am looking at either S&W: Complete/Core or BFRPG if I decide to publish anything. I am leaning to S&W since I could use the extra cash..LOL That said, here is a list of things I am working or reworking: ReligionI am going to make the overall church a three branch faith. There is the Orthodox, Reformed and Mystic branches with the Karstlands church being an offshoot of all three traditions but has more in common with the Orthodox and Mystic branches. BackstorySetting backstory will be codified and exist to drive the setting forward. Ancient, middle and recent history will be touched on. Classes, Races and OtherThe classes will be worked on in flavor and slightly altered to fit the setting. Future PlansA possible 'Heroes of the Karstlands' S&W supplement that gives the mechanical changes and some introduction to the setting as a whole. So far that is what I have and I am hoping to get back on this sooner rather than later. Wow! That sounds awesome Mr Darke, I am looking forward to seeing what you do with this project.
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Post by Mr Darke on Sept 13, 2018 15:28:18 GMT -5
I have decided that I am going to be combining this with a former project that was my take on making a setting similar to what Gygax and Arneson did. If anyone remembers my old Greenhill idea the Karstlands will be added to it. Thus you have the town of Greenhill being firmly set in the Karstlands. I am also thinking of adding both into the fantasy Europe idea as I think it will work. However, I have thought about adding it into an existing classic setting and maybe working the whole thing as a drop-in; at least on a personal scale. Little will change outside of certain assumptions that would fit the S&W/OD&D rules and maybe scaling back a few things to fit the more pulp and high fantasy ideas that those games had.
I am also going to begin to work on two fronts. The first is the rules alterations and expansions and the second is the actual setting. I am going to be working on them simultaneously and will be posting the new stuff as I get it close to a final form. So the posting may be slow but the material will be more complete and less subject to change. For those that want to follow the progress I will be setting up a blog for the W.I.P. material but will post the links here for discussion.
I am going to put some time on this over the weekend so hopefully everyone will see something soon.
Oh yeah...as you can see I have decided on the system which I will elaborate on later.
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Post by Hexenritter Verlag on Sept 14, 2018 0:55:21 GMT -5
I will be looking forward to this project a lot Mr Darke so I can't wait for the updates.
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Post by Mr Darke on Sept 14, 2018 15:40:19 GMT -5
A Day in the Life
One way that you can see the Karstlands is through the day to day life of the common person. The common farmer, craftsman or laborer forms the backbone of the region and the people know this. Daily life is similar across most lines and this routine is driven by two philosophies. The first is a saying known as Ora et Labora (Work and Prayer) which equates work to an act of worship. The second is called the Karstlands Ethic; this ethic is the framework for conducting oneself in personal, professional and the matters of day to day life. The Virtue (as it is also known) is derived from the old virtues of the beliefs of the people (see the Nine Noble Virtues). This is what forms the framework for daily life in the region.
A typical day begins at or before sunrise. Soon after rising Karstlanders will stoke fires and begin to cook their breakfasts to prepare for the day. Breakfast is usually what we would consider a full breakfast of savory rather than sweet foods. Eggs, bacon or ham (sometimes steak),sausage, potatoes, beans, biscuits and such are eaten along with a strong coffee or tea. After breakfast a bowl or half a bowl of tobacco is smoked and the work of the day begins. Farmers will go to their fields, craftsmen to their shops and laborers to their worksites. This leads to a half hour or so of talk, prepping and getting ready for work to begin. Wives will begin their work around the house be it milking, tending gardens, getting children ready for daily tasks or the schooling they need. Children, depending on age, will either help with chores at home or begin training with parents for regular work.
During regular work the day can be broken up with minor breaks for smoking, tea or coffee and small talk. This has led to some thinking that Karstlanders are somewhat lazy. However, the emphasis they place on efficiency and seeing work as part of day to day socializing and a communal life gives them time to do so. It is said that a Karstlanders can get more done in a morning than other lands can do all day. This is not too far from the truth.
Midday brings a relaxed lunch of usually a simple meal consisting of dried meat, bread and cheeses and a season fruit. Again more coffee or tea is consumed (Some use this time to put away a pint or two of beer) as well as more tobacco. The lunch times can go from 45 minutes to a full hour and maybe longer in the hotter months. This is also another time that is used for socializing and putting the troubles of the first half of the day behind them. Wives and children also take some time for similar things as well as time to play or read.
The end of the day comes about two or three hours before sundown with workers sometimes heading to a local public house for a drink or a chophouse for food. This sees more beer and tobacco consumed, joking, songs, pub games and general relaxation. When arriving home dinner is eaten consisting of a form of meat, bread and some vegetables. Family time is made and any hobbies or business is taken care of. The final part of the day is used for washing (either a wash up or full bath), dampening of fires and the closing down of houses. It is very rare to see a Karstlander up past 10pm on a work night.
On non work days Karstlanders will take care of any business needed the first day (Fridays or Saturdays depending on work schedule) and then spend time in various activities. Shops will stay open until about 1 or 2pm and after only public houses, restaurants or theaters will be open. This is so that the majority of the people may enjoy their time and spend it with their families and friends. Holidays and Sabbath days see very little to nothing open as far as business goes with the time being used for community and family gatherings.
[Notes]
Daily routines also include a fair amount of prayer. This comes from the past traditions that saw prayers to different gods for certain aspects. This translated into daily prayers over things like cooking, starting hearth fires, work, travel and other things. It is common to see house and shop shrines as well as roadside shrines as well.
Consumption of Coffees, Teas and Tobaccos is a common thing in the Karstlands. This hearkens back to these things being seen as sacred herbs and is always treated with respect and reverence. There are ceremonies of a sort to preparing each many of them personal.
Small and full beers are consumed as well by men, women and children alike. It is seen as a part of life and there are no taboos on this or the consumption of things like tobacco. Even hemp is consumed on a somewhat regular basis. The lack of taboo on this has lead to little in the way of abuse of these substances. However a recent movement in the most strict of the reformed churches has started a temperance movement of sorts but it has gained little to no ground.
Karstlands crafted items are seen in high regard and fetch very good prices. This has surprised many as the region is only lightly industrialized and actually rejects the idea of industrialization as cheapening workers.
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Post by Hexenritter Verlag on Sept 14, 2018 22:55:02 GMT -5
Exalt to you dear Mr Darke, keep the updates coming.
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Post by Mr Darke on Sept 15, 2018 16:30:51 GMT -5
Thank you very much. I have also been thinking about a part of what I posted above which leads to....
Cuisine and Libations
Cuisine
A traveller to the Karstlands once wrote that Karstlands food consists of dry and salty meats, tasteless vegetables and an overuse of potatoes and gravies. This assertion, while containing some grains of truth, is an over exaggeration at best and a lie at worst. While Karstlanders do tend to enjoy simple meals and cooking the claims of food being bland or reliant on filler foods is far from the mark.
Meats in the Karstlands come from many sources. Many of them are cured or smoked with some being dried. This is where the accusation of dry and salty meats comes from. Of the many sources of meat; Beef (Both domestic and wild in the form of Aurochs), Pork and Venison (Both from deer and elk as no difference is made) are the most popular. Chevon (goat), Poultry,Mutton and Rabbit are also consumed but not at the rate as the former group. Poultry such as Duck and Goose are eaten but usually only on special occasions. Some of the more rural Karstlanders will add wild game such as Squirrel, Groundhog, and wild birds.
Preparation of the meats is varied. It has already been said that curing, smoking and drying is used but usually for longer storage. It has also been canned in some cases but this is not a popular process. Most other prep is in the form of roasting or frying with boiling used but not common. Typical spices are salt and black pepper mixed with various local herbs. The Karstlands rule on spice is that it must enhance but never overpower the flavor of the meat. They see overly spiced meat as suspect as it has been used to cover spoiled or rotted food.
Vegetables (which can include true vegetables and things like tubers, legumes and such) that are consumed are Beans (of any variety), Potatoes, Turnips, Peas, Carrots, Tomatoes, Sprouts and so on. Preparation is usually boiling them in water with some seasonings and drippings from meat. Again seasoning is used to enhance flavor. A typical meal will include at least one, at most two, vegetables with a meat portion.
Breads and Cheeses are also consumed with their sources being from anything. Breads can be made from Wheat, Oats, Barley, Acorns and anything else local. Cheese is mainly made from Cow or Goat milk with a few using milk from Horses, Pigs (Don't ever try this) and some have experimented with Deer, Elk and even Bear (don't ask). Cheese and bread is also a part of a Karstlands meal and is always included with honey and butter for the breads. The cheese varieties are many with a preference for harder cheeses.
Another unique trait of the Karstlands is the preference of savory foods over sweet (fruits are an exception). While some things like Cakes and Pastries are consumed it is not often. Pies tend to be savory with only a few fruit pies made in the warmer months or during special holidays. Cakes are usually made the same way. The only sweeteners used come from Honey or some fruits whose juices can be crystalized. Confectioners moving into the region have never had much luck and either adapt or move on.
Of course there is much not listed. Sausages tend to be commonly eaten and Karstlanders have a knack for making them. Things like blood and entrails are not eaten as there is both a religious taboo and a mindset that such is only good for animals. Curiously this has kept certain diseases from showing themselves in the region. Practices of Lard rendering, broth making and canning are also not listed as they are common outside of the region.
It would be a good practice for the DM to look into older food preparations and dietary practices to get a good feel for how food is handled in the region.
Libations
Karstlanders are known for their fondness, if not passion, for Teas, Tobaccos, Beers, Wines and recently Coffees. An unfair view of Karstlanders is that they do nothing but consume the stuff and are dullards because of it. The fact is that there is no taboos on any of these things and they do so in a fair amount of moderation. Many of these items are held as sacred from traditions of the past and are also seen as helping the common people in daily life.
Teas are usually a local blend of leaves, fruits and herbs that are steeped in hot, not boiling, water. Some tea from outside the region has made it in but they have been adapted to be locally grown and cultivated to conform to regional tastes. It is common to see tea consumed hot at mornings and evenings with colder brews consumed daily. Families have their own secret mixtures and practices in brewing.
Tobacco is not the same as we know. Yes a form of Nicotiana exists in the region but it has been adapted to the cooler climate of the area and has a more nutty flavor. It is always smoked in pipes and is never chewed. A recent trend has been to wrap the tobacco in a leaf and smoke it but it is seen as rude and uncouth to do so. Every Karstlander has a daily pipe and blend for regular use and a special pipe and blend for certain days or times. One note on tobacco is that hemp is also considered tobacco. It is not used as much and is usually cut in with a tobacco blend and is rarely used in work hours.
Pipes are always hand carved. Daily pipes are usually carved by the user with specials carved by a master pipe maker (Pipewright). Tobacco blending is usually the same way with many growing their own for daily use and only seeing a Tobacconist for their premium or special blends. Smoking is also seen as an art and there are competitions over blending, carving and smoking techniques. These are always friendly events with tips and tricks always shared.
Beers and wines are usually low alcohol content with the more potent drinks being reserved for special occasions. Harvest, Christmas and New Year brews are exceptionally potent. Beer is drank throughout the day and is consumed by all ages. There are many recipes with variations of all kinds. While Beer is very similar to what we would know, Wine is a more loose term. It usually means any drink brewed with fruits, berries or grapes with the region variants being more berry based. Grape based wine is reserved for religious or very special use such as holidays, weddings and funerals.
Coffee is a recent development and is slowly being accepted. Karstlands coffee is more based around Chicory root than actual Coffee beans which are expensive and hard to come by. The name is of course a misconception on true coffee and corrections are met with a shrug. Tea is still preferred and many think coffee is slowly dying in the region. A few among the upper classes are the only ones keeping the use alive but more and more are abandoning the practice.
Much of this is due to price and lack of tradition around the drink. Other factors are a growing snobbery among traders and drinkers as well as not being able to adapt the plant to the region. However, if the plant can be adapted there is a high possibility that it will find better acceptance among the lower classes and wider use. Only time will tell.
Make note that in the Karstlands content of Nicotine, Alcohol, THC and Caffeine are lower than we are used to. Companies that breed for higher content to create dependency and greater sales do not exist. As well, such practices would be frowned upon if not illegal. Also remember that this is a place that understands that life is to be enjoyed and food, drink and smoking is a part of that enjoyment.
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Post by Hexenritter Verlag on Sept 19, 2018 10:29:31 GMT -5
Oh, very nice Mr Darke, I am enjoying this series of posts as 1) they give insight to your setting & 2) give inspiration for my own future settings, basically how I can ad flavor & depth.
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Post by Mr Darke on Sept 22, 2018 22:18:41 GMT -5
Thank you. I have had some ideas that I noted down for another setting that I may add to the overall setting itself. It has more to do with S&S fiction, horror and what I would call 'southern horror' (Inbred families, secret cults, monsters and spirits living in old deep swamps and forests as well as a dose of real world folklore and legend). It actually should fit but will darken things up a bit. I want to write it down and then give you guys the main inspirations because you may be surprised.
If nothing else it would give you an insight to my thinking process...
...That may not be a good thing.
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Post by Hexenritter Verlag on Sept 23, 2018 14:33:39 GMT -5
Thank you. I have had some ideas that I noted down for another setting that I may add to the overall setting itself. It has more to do with S&S fiction, horror and what I would call 'southern horror' (Inbred families, secret cults, monsters and spirits living in old deep swamps and forests as well as a dose of real world folklore and legend). It actually should fit but will darken things up a bit. I want to write it down and then give you guys the main inspirations because you may be surprised. If nothing else it would give you an insight to my thinking process... ...That may not be a good thing. That sounds ever so intriguing. Kind of like some of the stuff HP Lovecraft wrote in his Cthulhu Mythos then? If so, that sounds awesome.
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Post by Mr Darke on Sept 23, 2018 16:29:32 GMT -5
Other Lands, History and Misc
Here begins a new series concerning what I posted on above. These are the raw notes and will be refined later.
The Karstlands butts against lands that are not as civilized, safe or as ordered as the region. The whole of Calontir (the confederation that the KL belongs to) is bordered by barbarian kingdoms, wastelands and at least one ruined civilization that has turned into an earthly netherworld. Years of war and disaster, both magical and natural, created a world that can be savage and dangerous. The truth is that the Karstlands and Calontir are a pocket of civilization in a savage world.
The Border Kingdoms East
To the east lies the remnants of the Empire of Alardane. These lands were the core of the empire but now exist as petty kingdoms ruled by warlords, barbarians and more than a few humanoids. Alardane's fall came in phases. The first was a long war with the Empire of Drakkar. This war was won by Alardane but at a great cost. The result saw Drakkar beaten but left Alardane crippled. This left an opening for a counter attack by those still loyal to Drakkar on Alardane's soil. Alardane won another victory but it was left weak and in disarray when the second trouble came.
Seeing an opportunity a hoard of barbarians and humanoids descended from the north and wiped out what was left of Drakkar and sacked Alardane's capital. Alardane was reduced to warring states and existed in name only. The aftermath saw much of Alardane in barbarian hands and Drakkar wholly controlled by humanoids. The few remaining provinces made an unsteady peace and created the short lived Kingdom of Alardane. The kingdom would live in a time of constant warfare and defending against attacks from various sources. The toll taken on both nobles and common folk was high.
The end of the kingdom would come when a long dormant volcano (Considered a super-volcano) erupted and buried more than half the kingdom in ash. The raw power released would affect the very fabric of creation and tore the veil between our world and the nether realms. This bleed would create a place where the 'underworld' would blend with the physical world. It would make a land of eternal shadow that was the home of the dead on Earth and a place of monsters. It is also the home of a few underworld lords who have carved out small but powerful domains.
However, the eastern lands are a place of ruins and ancient vaults. Adventurers will brave the dangers all on the promise of loot and glory. More than a few have dared to carve out a kingdom in these lands. In the Ashlands, the land of the dead on earth, rare magics and lost domains entice many mages to seek eldritch and ancient power. As well, border fortresses and churches (more like forts) exist to stop the spread of the shadow lords.
The Border Kingdoms South
The southern kingdoms are a land of dense ancient forests, dark swamplands and horrors of an ancient time. Very few proper domains exist and they exist in small pockets of space that is easily defended. Outside of these areas a few live in small communities or isolated homesteads. Many of the people in these areas have been corrupted by background magics and changed in a way that is sometimes hard to put a finger on.
The less threatening of these peoples will just seem a tad 'off' or 'turned a bit funny'. They are suspicious of outsiders but are hospitable and knowledgeable of the land and its dangers. They will warn others away from dangerous areas that can seem aggressive or violent. This comes from not wanting to see others suffer fates that the locals have seen personally.
Others are not so benevolent. Years of inbreeding, contact with ancient beings and the general danger of the lands have made them into twisted (physically and mentally) forms of humans and demi humans. Many live on familial lands operating in cults of a few members worshipping the dark things that live in the forests and swamps. Cannibalism, (demi) human sacrifice, sex slavery and worse can all be found here. There are also areas where swamp witches (good and evil), hunters and those just trying to survive live out their days in the heat and humidity.
Tales of animalistic humanoids, large spiders of some intelligence, sentient molds, melon headed human mutations and worse have come out of these lands. Legends talk of things falling from the sky and corrupting whole families or communities. They say the land will use the dead for its own will and will gladly entice unknowing individuals to fill their ranks. The land, they say, is the ultimate evil. It became twisted and corrupted when a dark god joined with it and now seeks to spread its blight to the whole world.
Why would anyone ever live here or even come for adventure? First many now there cannot leave, no matter how hard they try the land has trapped them. Others live there to fight the growing evil and return the land to its original state. Adventuring comes from the usual promise of treasure hidden in ancient vaults, rare spell components and the ever present promise of glory.
Karstlanders in relation to the border kingdoms
Karstlanders on the borders know that these lands are a threat and are ready to defend against them. Life here is always under the threat of something coming from the outer lands and no one goes unprotected. The church here is even different in that it offers supplications and prayers to defend against the evils. Promises of an after life are not as important as protection needed now or from blights that kill whole crops. As well, who worries about an afterlife when a shadowlord would send someone to reanimate your family?
It should be no surprise than many do come here to either fight against the growing evil or enter these dread lands, most never to return.
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Post by Mr Darke on Sept 23, 2018 21:12:57 GMT -5
Thank you. I have had some ideas that I noted down for another setting that I may add to the overall setting itself. It has more to do with S&S fiction, horror and what I would call 'southern horror' (Inbred families, secret cults, monsters and spirits living in old deep swamps and forests as well as a dose of real world folklore and legend). It actually should fit but will darken things up a bit. I want to write it down and then give you guys the main inspirations because you may be surprised. If nothing else it would give you an insight to my thinking process... ...That may not be a good thing. That sounds ever so intriguing. Kind of like some of the stuff HP Lovecraft wrote in his Cthulhu Mythos then? If so, that sounds awesome. It is an inspiration as are things like the Hills Have Eyes, the Wyatt Family from the WWE, the legends of things like Melon Heads, comics like Swamp Thing and so on. The Eastern Kingdoms are inspired by Angmar, various post apocalyptic tales and, weird fantasy and horror. Artwork also inspired this area. The basic ideas came from an area I was working on for Ravenloft and a dying earth type campaign for 5e. Neither came to pass but I shelved the basic concepts to use later.
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Post by El Borak on Sept 24, 2018 13:33:08 GMT -5
Have an exalt, great stuff!
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Post by Hexenritter Verlag on Sept 24, 2018 16:10:45 GMT -5
That sounds ever so intriguing. Kind of like some of the stuff HP Lovecraft wrote in his Cthulhu Mythos then? If so, that sounds awesome. It is an inspiration as are things like the Hills Have Eyes, the Wyatt Family from the WWE, the legends of things like Melon Heads, comics like Swamp Thing and so on. The Eastern Kingdoms are inspired by Angmar, various post apocalyptic tales and, weird fantasy and horror. Artwork also inspired this area. The basic ideas came from an area I was working on for Ravenloft and a dying earth type campaign for 5e. Neither came to pass but I shelved the basic concepts to use later. Very nice Mr Darke, have an exalt from me too.
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