Choose a Region
Sept 20, 2011 14:57:50 GMT -8
Post by Daos on Sept 20, 2011 14:57:50 GMT -8
Well, all that's left for this chapter is seismology and ocean currents. I can do those on my own, though. There's not much to debate or discuss regarding those.
I've included a new map that now numbers the regions. Our next job is to choose one of the twenty regions and zoom in on that, to flesh it out further. The region will be the starting point of our first campaign there. The region chosen, therefore, will play a significant part in what kind of game we end up playing.
Regions 1, 2, 9 and 12 are pretty much just empty ocean. So any campaign held there would likely be under the sea. Mermen, sahuagin, hot crustacean bands, etc.
Region 3 just has some big islands on it (perhaps..flying islands?). The top two are sub-arctic, but the others are temperate.
Region 4 is modeled after Cryzza. The top area is arctic and sub-arctic, although it gets to temperate toward the bottom. Maybe there's a Russian-esque culture up there, with fuzzy hats and manly men with lots of facial hair.
Region 5 is more islands. One sub-arctic, two temperate.
Region 6 is modeled after Rabbah. Tropical and sub-tropical. Maybe there's a big desert here, where we can have a sort of Arabian flavor to it.
Region 7 is a smaller slice of Rabbah, plus some tropical islands. Not sure what would go here.
Region 8 contains the upper portion of Renosia. I'm thinking thick, African style rainforests and jungles.
Regions 10 and 11 contain Octhania. Probably Caribbean style tropical islands, with a big focus on sea travel. Pirates, smugglers, merchants, and all of that.
Region 13 contains Gontoria. I'm thinking this can be our setting for more classical games, based largely off of Europe in the middle ages. So dukes, counts, knights, and so forth.
Regions 14 and 15 are more tropical islands. Perhaps some kind of land of the lost? I dunno.
Region 16 is the lower part of Rabbah, which is more temperate (save the bottom tip, which is sub-arctic). Perhaps, in keeping with the old canon, there is a civilization here with a heavy emphasis on magic. A mageocracy dedicated to unearthing the old secrets of the ancients, etc.
Regions 17 and 18 are part of Renosia. I'm imagining mountains, badlands, and lots of volcanic activity. Not unlike the original Renosia.
Region 19 are some more islands, these ones temperate. Maybe a little Oriental culture here? Hmm.
Finally, there's Region 20, which holds Tronca (I don't like that name anymore. Will probably change it.) In the original Amtar, Tronca was a large island that was basically an atheist nation of folks who rejected the gods after the Carnage War. They were largely isolationists who wanted nothing else to do with the rest of the world. I don't know if I'll keep that idea or not.
So there you have it. Of course, keep in mind none of that is set in stone. I was just spit-balling there with ideas of what each region may contain as a catalyst for ideas.
So...which region should we choose? Or should we just roll a 1d20 and call it a day?
I've included a new map that now numbers the regions. Our next job is to choose one of the twenty regions and zoom in on that, to flesh it out further. The region will be the starting point of our first campaign there. The region chosen, therefore, will play a significant part in what kind of game we end up playing.
Regions 1, 2, 9 and 12 are pretty much just empty ocean. So any campaign held there would likely be under the sea. Mermen, sahuagin, hot crustacean bands, etc.
Region 3 just has some big islands on it (perhaps..flying islands?). The top two are sub-arctic, but the others are temperate.
Region 4 is modeled after Cryzza. The top area is arctic and sub-arctic, although it gets to temperate toward the bottom. Maybe there's a Russian-esque culture up there, with fuzzy hats and manly men with lots of facial hair.
Region 5 is more islands. One sub-arctic, two temperate.
Region 6 is modeled after Rabbah. Tropical and sub-tropical. Maybe there's a big desert here, where we can have a sort of Arabian flavor to it.
Region 7 is a smaller slice of Rabbah, plus some tropical islands. Not sure what would go here.
Region 8 contains the upper portion of Renosia. I'm thinking thick, African style rainforests and jungles.
Regions 10 and 11 contain Octhania. Probably Caribbean style tropical islands, with a big focus on sea travel. Pirates, smugglers, merchants, and all of that.
Region 13 contains Gontoria. I'm thinking this can be our setting for more classical games, based largely off of Europe in the middle ages. So dukes, counts, knights, and so forth.
Regions 14 and 15 are more tropical islands. Perhaps some kind of land of the lost? I dunno.
Region 16 is the lower part of Rabbah, which is more temperate (save the bottom tip, which is sub-arctic). Perhaps, in keeping with the old canon, there is a civilization here with a heavy emphasis on magic. A mageocracy dedicated to unearthing the old secrets of the ancients, etc.
Regions 17 and 18 are part of Renosia. I'm imagining mountains, badlands, and lots of volcanic activity. Not unlike the original Renosia.
Region 19 are some more islands, these ones temperate. Maybe a little Oriental culture here? Hmm.
Finally, there's Region 20, which holds Tronca (I don't like that name anymore. Will probably change it.) In the original Amtar, Tronca was a large island that was basically an atheist nation of folks who rejected the gods after the Carnage War. They were largely isolationists who wanted nothing else to do with the rest of the world. I don't know if I'll keep that idea or not.
So there you have it. Of course, keep in mind none of that is set in stone. I was just spit-balling there with ideas of what each region may contain as a catalyst for ideas.
So...which region should we choose? Or should we just roll a 1d20 and call it a day?