Continuing the series of questions about the Maelstrom is the next set from Paizo's Gamemastery. These are really the ones I think about as I am world building. I don't think they are as important or useful to Players thought.
1. Who's in Charge?
The Dragonkings, and by extension, any dragon-kin. The Dragonkings are patrons and matrons (almost universally a great wyrm) of an extended family of dragonkind. This includes dragons, half-dragons, draconic species, dragonblooded, etc. Each Dragonking rules a Sanctum, and may pay fealty or owe fealty to another. In theory, all dragons (and everyone they rule) owes fealty to the Dragon Emperor.
2. Who has the biggest army?
In theory, the Emperor commands the armies of all Sanctums. In reality, the more militant and hostile Dragonkings are vastly more likely to maintain large standing armies. For example, Felaurakua the Red often maintains a large standing army...with a high 'turnover' rate of conscripted and enslaved soldiers.
3. Who has the most money and power?
The Dragon Emperor. There is no doubt here. In theory, he owns everything (including the lives of those who live in Sanctums) and commands the services of every Dragonking in the Maelstrom. In practice, his personal hoard is immense and if a Dragonking speaks out against the Emperor, they do so in private.
4. Who maintains law and order?
In the Sanctums, each Dragonking sets his own laws and is responsible for enforcing them. Usually this is accomplished through the many Tordeks (fighters). Tordeks are usually half-dragons, mojh, dragonblooded or some sort of lesser dragon. Their authority is unquestionable and they can execute their judgements on the spot.
5. How hard do poor people have it?
Very. The rich (dragon-kin) usually live comfortably, some live very comfortably. The poor usually survive on whatever they can. In the harsher Sanctums, being poor is almost as bad as living in the wilderness. In the nicer Sanctums, it's better, and you will likely live longer, but it's rarely comfortable. There just are not enough resources for everyone.
6. How do people travel, and how easy is it?
Usually, people don't because travel implies leaving the Sanctum and that is deadly. Those who do are usually forced to walk, or use a mount if they are wealthy enough to own one. The Dragonkings and their followers have access to magical travel (teleportation being the most coveted). There are some places where heavily guarded caravans travel between Sanctums, and ships travel between islands commonly enough to establish limited trade routes. There are a handful of airships and fantastic travel options, but they are usually isolated, rare, and expensive.
7. What are the best-known landmarks?
Every island has it's own landmarks. Some are known across islands. The Great Sphinx, for example, is legendary across the Maelstrom. But, the most well known landmark is the Vortex at the center of the Maelstrom. Ships crewed by demons and devils often set sail for the Vortex. Not even the Dragonkings attempt to travel across the Vortex. Others are the Wild Islands at the corners of the Maelstrom, and the legendary rim of the Maelstrom...the edge of the world. Legends say that the Elder Gods and their servants come from there.
8. Why is Everybody Celebrating?
There are several holiday recognized across the Maelstrom. Each of the Malakhim has a Holy Day. There is also a celebration on July 20th known as Sanctum Day as a remembrance for the Land-That-Was and those lost in the Reckoning.
Azrael: October 31st
Gabriel: January 1st
Israphael: June 20th
Michael: December 21st
Raphael: April 8th
Uriel: March 20th
Samael: September 22nd
9. What do people do for a good time?
Drink. Not die. Drink more. Taverns, pubs, bars, opium houses, and so forth offer distraction for the masses. Most Sanctums have a few storytellers, bard, minstrels, and in the nicer ones, there is a theater. In the nastier ones, an arena. Gambling, prostitution, and other vices may or may not be legal, but can usually be found by the interested.
10. How weird does it get around here?
Very. The Reckoning was a multi-planar apocalypse and it seriously cracked the boundaries between worlds. Some places are just...weird. Some get "weird" now and then. This ranges from area of strange gravity and planar activity to horrifying contaminations from the Far Realm.
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