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08/03/09(Mon)00:29 No.5320514>>5319379
First of all, eliminate 'common' as a language choice.
Second of all, develop unique magic/stylistic concepts for each society that are only just slightly based on reality. For example, I'm developing a civ in my campaign that's a combo of the coolest things about the Mongols and the Russians. Family's important to them, and /tg/ reminded me that Mongols sometimes drank the blood of their horses on the move, and along with the prevalence of vampires in eastern European folklore, I saw a sort of literal-metaphorical chain of 'blood' ideas. I decided to roll with blood-magic from the Book of Vile Darkness, mount them on giant bats, and grant their civ facility with the development of/use of blood-derived stuff, from food, to familial/blood-brother stuff, to poison developed from cooking the blood of slain enemies and mastodons (with added fungus) as a chemical weapon. So that covered developments in magic, civilization, ecology, tech, and culture. Just pick an idea and go with it. I'd try to make China a place of ridiculously intensive rules, India a place of mysticism of all kinds, Indochina a place of people who fight for independence, Mesoamerica a place full of fundies who don't understand why other cultures find theirs repulsive, etc. Just brainstorm.
Not to troll too heavily, but I'd consider running 3.5 rather than 4e. If the societies in your setting are so thoroughly different (and given that it's all New World and Far East, it ought to be pretty varied or urdoinitrong), having everyone run on the same mechanical systems is going to make everything feel too samey. |