I am making a change (tell me if you do not want; it's slightly reminiscent of WC3): there was Pangaea in the beginning.
Contributing by means of Country:
Name: Zaz Kingdom (pronounce zaaz)
Government:
An inherent monarchy with a strict code of laws and law enforcement. Heir to throne is first-born in royal family (male or female). Crown has ultimate authority over all aspects of government. "Council of Elders" exists under the Crown to refine the Crown's will and put it into motion. District judges handle disputes between denizens.
Society:
People are mostly alone with their families. Strict curfew is enforced (see 'Backstory' below). Life expectency 65 M, 68 F. Average children per household 3. Clothing consists of tunics wrapped around the body, although higher-status members of society wear fancier designs.
Warriors:
Warriors are mostly non-magical, and use the regular set (pikes, maces, trebuchets, etc.); only a few warriors are permitted to use magic (called "Warlocks").
FR:
Isolationist. Incredibly isolationist. There are secrets inside the Zaz Kingdom that must not get out (see 'Backstory'), and the Crown will take any means necessary to enforce this.
Crime:
Crime in this society is caused mainly from bandits who have grown tired under the oppressive crown. However, due to the exceptional skill of the Crown's warlocks at hunting down dissident, no large movement of revolution has formed, since most bandits end up getting caught and killed.
Physiology: The Zaz are tall, slender, and black skinned, with long eyes and a 2-jaw mouth. Their bodies can turn just about any atmosphering chemical into energy for them to survive. They have self re-generating capabilities and an exceptional resistance to magical attacks. Reproduction is sexual. Two arms and legs; hands have five digits, while the feet have only 4 digits arranged ina cross, allowing for long jumps.
Backstory:
Very little is known about the Zaz Kingdom by the other races, mostly due to the isolationist nature; people who go in never come out. The current information is due to years of reseach and translation of ancient runes. The denizens of the Zaz Kingdom are referred to by other races as 'Zaz', although them themselves refer to each other as 'tyfroh', which according to translations of scriptures means 'race of guardians'. There appears to be some sort of deep respect for magic-users in society. A large development over the isolationist nature of the Zaz occurred recently when archeologists unearthed and translated ancient relics with Zaz runes. Here is the story told by the relics:
The Zaz arrived here first as exodus, centuries before any other sentient race. Quickly adapting to the land, they spread over the entire continent, forming a vast society. The Zaz lived off of the riches of the land, eating sugar, spices, and drinking wine to complement their usual diet of cooked herbs. After a particularly large thunderstorm that had plagued the capital city, a large tree had mysteroiusly appeared in the capital gardens. This tree seemed to exude some mystical sort of energies that warped the nature of Zaz who took in the energies, allowing them to do incredible feats otherwise known as magic. More and more people flocked to the gardens to bask in the power of the tree, and the Elders (then leaders of the Zaz) declared the tree to be free to all law-abiding citizens. However, there was something different about this nature of magic. Those who were naturally susceptible to greed, hunger, hatred, sadism, could not control the magic. There began occurrences of mysterious explosions with no apparent cause finish off entire neighborhoods. Out of fear, people tried to use the magic to save themselves, but this greed backfired, resulting in even bigger explosions. Out of safety, Reni, an Elder, decreed that all those with magic would return to the tree to give up their magic. As the terrified Zaz fled to the tree, the first one walked to the tree and renounced his magic. As the magic left his body, he was left as a battered old Zaz, with barely enough strength to lift himself, his body covered in massive pus-filled boils. At this disgusting sight, the collective population refused to renounce their magic in fear of suffering the same fate as the unfortunate old-one. As such, the tumult of emotions cause a massive explosion across the whole continent, cracking into smaller islands, burying cities, leaving ruins, and killing countless. In the confusion, the magic had moved the tree out of the city and into another, safer location. THose who survived took all they could and left to settle in a remote corner of their once-proud society, where they once more found the magic giving tree. Under the leadership of Reni, they used their magical powers to hide the tree by splitting it across several pocket dimensions. A monarchy was instated with Reni at the head, charged with the protection of the tree and to make sure no other race ever found and released its destructive powers. Over time, only a select few who had the true good in their natures were allowed to become warlocks to defend the Zaz Kingdom. As for the rest of the population, their magical powers diminished due to lack of use, leaving them with a strong resistance to magical forces.
This knowledge is only fully known by the discovering archeologists and the leaders of the governments of other countries, and to them the magic is a prize to win from the Zaz.
You might want to read this: http://www.giantitp.com/Gaming.html
Scroll down to "The World", the author is creating a complete campaign setting there from scratch, including magic system, cultures, races, the world map, names, everything. Might be interesting to read as he describes why he picked which choice. Also, you might want to cut down on your number of nations. 20 different nations with different cultures will be really hard to come up with, even for this community, especially if you want them to fit into the same world.
I want your feedback! Feel free to tell me your opinion on stories and RP here.
@ cobraSting: Very nice, il add that after i refine it a bit balance wise. Tell me your wishes for god.
@ Funkz: This wouldnt be first world Ive made, so I got expirience in it. Thing is I really wanted some fresh ideas. Lucend and cobraSting are very good examples of what I need.
@ Tenacity: Not gonna try to go for godspot? I tought your ego would crank up something just for you to be mentioned.
Sounds like a great idea, see if you like this from my current D&D game:
Darvaritus Confederation
Located in the islands at the center of the map.
Government:
A wealthy land of merchants and wizards, Darvaritus is essentially a union of city-states sharing a common culture. Each important city has an Archmage, whose title is hereditary, and each Archmage is a part of the ruling Council. The Council meets infrequently, usually to settle matters concerning the entire country such as war.
Outside the Council, each Archmage is free to impose what laws and decrees he sees fit, so long as they don't conflict with the interests of the other city-states, in which case a Council meeting is called for. This government model has been stable for several decades due to the relative peace, but a rupture could happen easily and could be a plot point in the campaign or something.
Inhabitants
The Darvaritans are humans, most of them have tanned skin and black hair, beards are taken good care of. The population is not very large. Most Darvaritans live off fishing, farming and mining, with artisans in cities. Darvaritans seem to produce more wizards than others, and they are the most important people in the country.
Religion
Darvaritans believe in only one god, Bronock, who they believe has given them all the riches of the world. They believe other nations to be ignorant and their magic to be tainted with evil, for it was not granted by Bronock. There is no one else in their Pantheon, no one to challenge Bronock, for He is perfect and anyone who doubts it can face execution. The mountain at the center of the islands is Mount Esenmur, which in the old tongue of Darvaritus means 'Holy One', it is revered as the place where Bronock stood and with flickers of his hands created the world.
Trade
Darvaritus finds itself in an advantageous position from which to grow rich. Throughout the waters of what they call the Sea of Trade, vessels of all sizes fly the colors of the city-states, trading valuable products. Darvaritus primarily exports fine pottery, marble and wine. Darvaritan ports charge high taxes, but due to their monopoly of much of the sea trade no one dares oppose them. Should the taxes be raised too much the merchants may rebel, funding armies of their own...
These are the city-states:
Laesus, located on the riverbank of the southernmost river of the main island.
This port city is of one of the most important ones in Darvaritus, sending trading ships to most of the southwestern portion of the map. The current Archmage is Genamus, who is old and frail. His son and heir, Osat, awaits his rise to power patiently. Out of all the city-states, this one is the most lax with its laws, tolerating minor infractions by foreign traders so long as the taxes keep flowing into the city coffers.
Cobna, located on the riverbank of the easternmost river of the main island.
Also a port city, Cobna supplies the eastern portion of the map with Darvaritan products. Unlike Laesus, the laws of Cobna are followed to the letter, and the largest army in the Confederation back them up. The current Archmage is Mekim, an irascible middle-aged man who loaths Council meetings and is currently expecting a child from his new wife. He had three daughters with his previous spouse, and is desperate for a male heir.
Varogl, located on the coast of the westernmost island.
As opposed to Laesus and Cobna, Varogl is not primarily a trading port but a naval port. This city-state posseses the largest fleet in the country, and uses it to ensure no pirates or enemies attack the Confederation or its traders. The current Archmage is Rodit, a middle-aged man who prefers being aboard his flagship than in his palace. Anything not concerning the navy bores him, and he relegates the matter to his advisors.
Kavator, located on the western side of the mountain, near the Marble River.
Kavator is the only inland city-state, but it prides itself in providing all the others with goods to be traded; being near the mountain grants it access to the iron and copper mines, and most importantly the white marble deposits which are a great source of revenue. The current Archmage is Danuc, a young man who is constantly looking for ways to boost production.
Laruc, located on the northernmost tip of the main island.
Laruc is not as wealthy as the others, but the surrounding land is dedicated to peaceful agriculture. The people here are happy and relaxed, Laruc is fairly isolated from the troubles of the world. Laruc is unique in that its law allows women to inherit the title of Archmage. The current one is an old, wise woman called Fanara. She brings calmness and patience to the Council, and her words are often heeded.