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4 years ago ::
Dec 19, 2008 - 2:26PM
#81
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Date Joined:
Oct 10, 2008
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Change that to bat wings. Huge flocks of bats are maintained for meat, fur, and wing material to make sails and cloth. Larger flightless bats provide food. More intelligent sheep dog bats herd the animals when needed. Also nocturnal goblins are great batherds, highly valued. As a result there is a thriving humanoid community there, though the humans worry as goblin population rates soar.
Bat ranching started with an evil deity killed off most of the nation's cattle, sheep, hogs, and chickens with a huge plague of undead mosquitos. The bats first were raised to combat the mosquitos but afterwards were the only food source of any real size (that wasn't a plant) that could be utilized. I like this one.
A big part of my campaign has to do with the west coast and has to do with nautical adventures.
"The pen is mightier than the sword -- but only if the sword is very small and the pen is very sharp" ~ Terry Pratchett
"Wise men talk because they have something to say; fools, because they have to say something." ~ Laurence J. Peter
"I have never met a man so ignorant that I couldn't learn something from him." ~ Galileo Galilei
Support bacteria -- they might be the only culture you have
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4 years ago ::
Dec 19, 2008 - 2:56PM
#82
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Date Joined:
Apr 23, 2007
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159. Nation where it is clothing is often not actually cloth, but magic. Clothing does exist, but generally for the poorer in society. Everyone else uses various spells to cover themselves, creating clothing that can easily be altered on a moment's whim. More advanced spells can give additional benefits such as protections against various attacks.
160. Designer parasites prevail in this nation, people often have various worms, beetles, microscopic parasites, and other creatures willingly placed in them. Some parasites provide help with spells (not unlike the dragon marks in Eberron), others provide immunities (they are dandy at neutralizing poision or disease). Newcomers are expected of course to have a parasite or three implanted in them, often against their will ("its for their own good").
161. Nation where the nobility all own flying mounts, as does the royal family and rich merchants. There are several cross country aerial races each year, lucrative affairs with huge prizes and that attract many tourists. Mounts are usually hippogriffs, giant eagles, and pegasi but one might also find ki-rin, asperii, griffons, soarwings, and rarely dragons and wyverns.
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4 years ago ::
Dec 21, 2008 - 9:03AM
#83
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Date Joined:
Jul 28, 2007
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162: Nation ruled by an earth-bound lawful good demi-god. It is rigidly 'good', but completely racist.
163: The whole city is a giant illusion/dream/ghost town. Don't wake the king!
164: A nation which migrates to different planes every ten years. Or which straddles multiple planes simultaneously.
165: Cannibals!!
166: A nation with only one gender. Procreation is done via artificial or magical means (or even spontaneous pregnancy).
167: Everyone dies at 20/30/40 (Logan's Run style).
Playing Scales of War 
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4 years ago ::
Dec 21, 2008 - 12:22PM
#84
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Date Joined:
Mar 28, 2008
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168: A nation where certain portions of the population can create walls of force as an innate spell like ability. Streets, buildings and even vessels are made out of permanent walls of force. Airships are common as Walls of force have no mass and are perfectly sealed; it only takes a few fireballs to evacuate a chamber of air. Many shops sell special alchemical pigments that adhere to walls of force and are used for both granting visibility and privacy.
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4 years ago ::
Dec 21, 2008 - 5:48PM
#85
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165: Cannibals!!
166: A nation with only one gender. Procreation is done via artificial or magical means (or even spontaneous pregnancy). . Maybe combine these two. They procreate by eating their dead.
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4 years ago ::
Dec 21, 2008 - 7:54PM
#86
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Date Joined:
Nov 15, 2006
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169:
In my old 3.5 campaign there was a crazy hermit named Jared who thought he was a king of a wonderful, sprawling kingdom named Anduria (which only existed in his head).
In my 4th campaign, the Kingdom they started in is called Anduria (same players). It is wonderful and exactly like the crazy hermit described. The players were perplexed, and eventually it unfolded that some powerful mages stumbled into Jared and were inspired by his vision. They spread his vision and it spread like wildfire across the land. Peasants, nobles and merchants all gathered their resources and built the utopian kingdom and made him the first King, Jared the Magnificent I. The current king is Jared the Magnificent XXVII.
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4 years ago ::
Dec 22, 2008 - 6:33PM
#87
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Date Joined:
Apr 23, 2007
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170. Owing to an elemental war, things are quite different as things taken for granted elswhere are not here. Every person has a contract with various elemental lords; before a baby is born, the parents to be make a contract with the gods of air or the baby doesn't even breathe. To be able to drink water, the lord of water is appeased. The contracts vary, sometimes they require sacrifice; the god of air might want please incense or perfume to waft into the air on festival days for instance, or the gods of water might have some arrangment for a favor to be named later, which might prove to be something akin to shut down that pig farm that is polluting my river.
Adventurers are warned to make a contract before they enter this kingdom. Fortunately, travelers contracts can be made.
Also, one can make contracts out ON people, such as paying the fire princes to burn a house down for instance.
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4 years ago ::
Dec 23, 2008 - 3:19AM
#88
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Date Joined:
Feb 15, 2007
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80. The military has no metal in its weapons, they are all wooden, bone, obsidian, ivory, flint, chert, or the like... ... monster hunter?
166: A nation with only one gender. Procreation is done via artificial or magical means (or even spontaneous pregnancy). I had an idea like this quite a while ago, inspired by the gerudo from the legend of zelda (I mean, where do they get their babies if they only have on man every hundred years?). I transformed it into one of the places in a campaign setting I had going, and it was secluded from the rest of the world. Thus, the three guys in the party were constantly asked why their chests were so flat, among other things as the situation warranted.
171. A free city and haven for lunatics and madmen of all kinds, this place is ruled by a wizard who stands almost naked atop his tower and proclaims daily his thoughts on why the world really is just one giant potato.
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4 years ago ::
Dec 23, 2008 - 1:27PM
#89
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Date Joined:
Jul 28, 2007
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this place is ruled by a wizard who stands almost naked atop his tower and proclaims daily his thoughts on why the world really is just one giant potato This sounds a lot like my workplace.
Playing Scales of War 
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4 years ago ::
Dec 23, 2008 - 1:27PM
#90
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172. This state views iron and steel to be a more precious and valuable commodity than gold or platinum. To use either in weapons and tools is a social taboo.
173. This nation is broken and scattered across several countries. The states hosting this diaspora have each taken different directions in dealing with these refugees. Some allow these people to keep their own laws, while others brutally oppress them.
174. This traveling nation is well respected wherever they visit. They are often called upon to settle local disputes, even in countries where they claim no citizenship.
175. This state heavily taxes its citizens. Foreigners are exempt. However, slaying certain monsters within this realm automatically confers citizenship upon the would-be victors. Perhaps it would be best if you didn't let your exploits be known.
176. This state views clothing as a luxury only for the aristocracy. Anyone dressing above their station can be expected to be stripped and have their clothing confiscated.
177. The ruler of this nation is a seven year old boy. One might expect a regent to rule in his stead until he matures. However, the boy is politically skilled and ruthless beyond his years. Some say that he whispers to a jewelry box that he always keeps close.
178. At the rite of passage celebration in this country, as an individual moves from being a child to being an adult, they are granted one magical wish.
179. The ancient monarchs of this kingdom have never truly died. When a new monarch is named, the previous monarch becomes an undead advisor to the new king or queen. These undead advisors often wander the land. To treat them inhospitably is a great crime.
180. This country lacks major settlements. They have a strict limit on the size of a community. Before a community grows beyond a certain size, the young are expelled and forced to found a new settlement.
181. This dwarven kingdom is ruled by the adopted elven daughter of the previous king. Although some are suspicious of her, she truly sees herself as a dwarf at heart.
182. The noble houses in this country are all paired with a specific family of dragons. Often, the dragons assume leadership roles in the house.
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