The world in which Slothjemia sits is one filled with ridiculously goofy inventions designed to do everyday things. A water wheel to power a mill is perfectly ordinary, but perhaps the dam holding back the river is exaggerated beyond reasonable belief. Romillia has her skycruisers, essentially small galleons slung beneath zeppelin-like gas-filled canvas superstructure. Slothjemia … Continue reading How Goblins do Steampunk
Story Notes
Pocket-Sized Empire
People unfamiliar with Slothjemia might hear the word "empire" and think that this country is some vast conglomerate of lands, stretching across horizons and spanning continents. Well, they would be wrong. Slothjemia is only a few hundred miles across at any given point, and if it wasn't smack in the middle of a turbulent region … Continue reading Pocket-Sized Empire
How to be Sorcerous
Casual observers might think that Slothjemia is overrun with skilled and powerful mages. This isn't necessarily true, but there are more spellcasters in the general population than one might find in several neighboring countries. There are a number of reasons for this, but the primary one is that Slothjemia attracts adventurers, and when they finish … Continue reading How to be Sorcerous
Microdrakes and Dowarbys
Pseudodragons are not an uncommon sight in the fens of the Coreland, and neither are firedrakes, one of the most well-known species of dragonet. But these clever, and cunning creatures are not what bring naturalists from across the continent to study the wildlife of the swamps. No, the main attractions are the multitude of even … Continue reading Microdrakes and Dowarbys
We used to do that. And now, we don’t.
Slothjemia is surrounded by nations that to one degree or another rely on slavery, in one form or another, to fuel their economies. In Brendelasia, for instance, non-humans are routinely enslaved to work in all manner of physical labor. In Sikilia, most everyone is treated as a slave by the lords of the land, both … Continue reading We used to do that. And now, we don’t.
Know Your Neighbors: Kugahloo
The largest city in the continent, the sprawling, heavily fortified micro-state of Kugahloo is an ancient and magnificently wealthy metropolis. It sits on the far southeastern corner of the continent, across the narrow straits where the Sea of Despair meets the Forzarrean Sea. Directly across the straits lay the Torkan Caliphates, and Kugahloo occupies the … Continue reading Know Your Neighbors: Kugahloo
Coins of the Realm
Those that know how D&D economies work are familiar with the coinage denominations. Virtually every game-master has devised their own coins as well, with intricate details, sketches, and possibly, in the age of three dimensional printing, token coins hand-painted to look just like the imaginary lucre. I was never one of those types of game-masters. … Continue reading Coins of the Realm
Jors in Space
People familiar with the AD&D 2nd Edition supplement for "Spelljamming" are immediately aware that this addition to the game can be a tremendous amount of fun. It can also be ridiculously off-balancing to any average campaign. For instance, how quickly players can travel from point A to point B by using a spelljammer. To put … Continue reading Jors in Space
Royal Bureaucratic Council
Ruling Slothjemia is no easy task. A medieval society on the brink of enlightenment, far advanced in some measures from those around it, and with a large population of energetic peoples eager to make their mark in the world. Harnessing all of that energy and keeping it focused for the good of the nation would … Continue reading Royal Bureaucratic Council
You Say “Draconian” Like it is a Bad Thing
Unlike the modern age of western civilization, how criminals are dealt with in Slothjemia, and for that matter, anywhere in the world in which it is set, will seem completely primitive. While the policing is closer to what we can identify with in the near-modern world, the judiciary is something else entirely. After a criminal … Continue reading You Say “Draconian” Like it is a Bad Thing
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