Riverine Merfolk
47 - European, Middle Ages. Normal D&D stuff again, and contemporary with their neighbors to the north.
1 Primary (Merfolk) and 2 Secondary races.
- Humans, 55 - Separate Communities. As with the Centaurs before, these live on the land while the Merfolk live in the rivers.
- Centaurs, 39 - Common Community. Expatriates from the other centaurs, still living on rafts.
Technology level: 95 - Renaissance. Big gap there. If these guys were in the sea, I'd be thinking big spires and crazy underwater cities, but rivers. Possibly more Venice-like. Multi-story buildings with "roads" between them.
Government: 99 - Theocracy. Churches was another major setting theme. So Crazy undersea cathedrals and a fish-pope.
Alignment: 82 - Chaotic Good. Liberation Theology?
Subsistence: No entry for rivers or water here, so I'll roll on the tropical swamp - 5 - Fishing. Makes sense.
Population Level: 1 for Fishing, +1 for Renaissance, gives us 2 - Low. I don't have a whole lot of rivers drawn in there, so I think that works out fine. The Merfolk are only in these major rivers that have room for them.
A couple of rivers with underwater Venices, each with their own Cardinal reporting up to the Pope at their capital. Big into art and architecture, and a church that actually does some good. Humans on the shores of the river, and those damn centaurs floating above. I think these are the good guys of this region, or at least this area so far.
A couple of rivers with underwater Venices, each with their own Cardinal reporting up to the Pope at their capital. Big into art and architecture, and a church that actually does some good. Humans on the shores of the river, and those damn centaurs floating above. I think these are the good guys of this region, or at least this area so far.
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