The first world I present is a major trading hub, with several cities, each with a gate leading to different worlds. This planet gives the players one of a number of cities to start of campaign from. Travel between the cities is fought with danger and adventure. As the ruling houses of the city-states are not particularly strong against a powerful, self-made warlord with the charisma to turn the people against them, players can easily find that they can eventually take control of a city and use it as a base to take over other cites.
WORLD OF ASINGOR
The planet of Asingor (az-in-gor)
is a lush world with
extreme terrain features — with jungles so dense, they are beyond dark,
and jagged mountain peaks that turn the landscape into a maze — and
unpredictable weather patterns. The wildlife are large, exaggerated
versions of earth animals that had to adapt to the wildly elevated
landscape. As such, there are a wide variety of flying and
climbing/swinging animals. Much
of the world is lawless wilderness, overrun by raiders and barbarians,
with numerous tribes and villages that maintain some semblance of order.
As much as traders would like to avoid this dangerous world, its many
scattered portals, makes this world a major trading hub within the
region. There are no great kingdoms here — just some city-states, and
countless barbarian clans.
The locals live in tribal communities,
with a ruling chieftains. The
locals tend to wear fur loincloths or kilts, along with fur boots,
leather saddles or bare feet. They often sport leather headband to
contain their long manes. Warriors would wear metal skull caps with
horns and leather battle-harnesses. They would decorate themselves with
beads and feathers. Since the
land is so dangerous, locals are taught survival at a young age, and
are expected to be good warriors and hunters. With all the trees and
vines, they are also highly acrobatic. Any outsider who can safely cross
wilderness by foot gets instant respect and hospitality by the tribes.
live within the city-states and seldom leave the walls save by
airship. Such people are typically merchants, craftsmen and mercenaries.
As people come form many worlds to trade, civilized folk on
this world vary greatly. Kilts, breaks and shirts are all common with
city folk, along with saddles, tall riding boots and slippers. Beyond
that, mixed styles of dress highlights the rich cosmopolitan enviroment
of these these cites. Most
cities have rules about brandishing weapons, but folks are allowed to
carry them, as long as they remain sheathed or holstered. The cities are
ruled over by powerful trading houses. They live like nobility and
maintain authority through economic power, sway with the courts, and the
ability to en masss large armies and fleets of mercenaries, along with
with their modest force of loyal house guards. The ruling houses
maintain a strong sense of honor with the world at large as it is good
for business. Although, there are members who are honestly honorable and
trustworthy, they tend to be rare, as they are usually arrogant,
greedy, craven and duplicitous by nature.