Monday, October 24, 2016

World of Asingor

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.


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 the wilderness by foot gets instant respect and hospitality by the tribes.

City-folk 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.

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