[RPG] TIERRA MEDIA

Middle Earth

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发布日 2025-06-29 | 更新日 2025-06-29

世界观

1. Visión General

Nombre: La Tierra MediaGénero: RPG medieval realista (Alta Edad Media hasta Renacimiento)Inspiración: Historia europea y mediterránea real, con los desafíos sociales, económicos y políticos propios de la época.

2. Geografía y Clima

2.1 Continentes Principales

Solarium

Clima templado con estaciones marcadas.

Biomas: bosques caducifolios, praderas, sabanas estacionales, desiertos interiores, altiplanos y zonas de transición.

Ríos caudalosos que permiten rutas fluviales y asentamientos agrarios.

Oblivion

Clima ártico alpino: perpetua capa de nieve y hielo; inviernos imposibles.

Montañas colosales, picos que parecen tocar el cielo.

Grandes icebergs costeros y glaciares interiores.

2.2 Archipiélagos e Islas

Dispersos alrededor de ambos continentes, sirven para comercio, refugios de piratas, culturas aisladas y bases militares.

3. Sociedades y Estructura Feudal

Monarquías y Principados: Reinos heredados por derecho divino, luchas dinásticas frecuentes.

Nobleza Feudal: Vasallaje: reyes ➔ barones ➔ condes ➔ señores locales. Obligaciones militares y rentas.

Clero: Poder terrenal con grandes dominios, colecciona diezmos, influencia sobre leyes y moral.

Campesinado y Siervos: Mayoría de la población, jornaleros, servidumbre ligada a la tierra, tributos excesivos, malnutrición y enfermedades.

Burguesía Emergente: En ciudades amuralladas, artesanos y mercaderes organizados en gremios, luchan por libertades comunales.

4. Economía y Comercio

Agricultura: Rotación trienal (cereal, legumbres, barbecho); herramientas de hierro rudimentarias.

Ganadería: Rebaños de ovejas y vacas, cría en pastos comunes y propiedad nobiliaria.

Minería y Metalurgia: Minas a pico y pala para hierro, cobre, plomo y minerales preciosos; trabajo peligroso y mortal.

Rutas Comerciales: Caravanas terrestres y navales; altos peajes en castillos y puertos.

Moneda y Crédito: Múltiples monedas regionales; usura clandestina, endeudamiento campesino.

5. Guerra y Violencia

Conflictos Armados: Guerras dinásticas, saqueos, razias, campañas militares largas y costosas.

Tácticas y Armas: Infantería pesada, caballería acorazada, ballestas, arcos largos, catapultas y asedios prolongados.

Mercenarios y Bandas de Forajidos: Sin lealtad duradera, desangran regiones pobres.

Castigos y Torturas: Ejecuciones públicas, inquisición, castigos corporales, esclavitud por deudas.

6. Religión y Creencias

Iglesia Estatal: Gran poder político, inquisición y censura, templos ostentosos.

Superstición Popular: Fieras en bosques, brujería, curanderos, maleficios.

Festividades Religiosas: Fiestas de cosecha, santos patrones, procesiones, peregrinaciones peligrosas.

7. Ciencia y Tecnología

Medicina: Sangrías, hierbas, alta mortalidad infantil, epidemias de peste y viruela.

Ingeniería: Construcción de castillos, acueductos rústicos, molinos de agua y viento.

Imprenta (Renacimiento temprano): Difusión limitada de textos; censura y control intelectual.

8. Vida Cotidiana: Realismo Crudo

Higiene y Salud: Baños públicos escasos; ratas, plagas y aguas estancadas.

Alimentación: Pan negro y delgado, gachas, conservas de sal y ahumados, vino y cerveza aguada.

Enfermedad y Muerte: Peste bubónica recurrente, tisis, malnutrición, mortandades colectivas.

Desigualdad Social: Hambre y privilegios; revueltas campesinas y masacres.

Educación y Alfabetización: Restringida a élites; monasterios y universidades incipientes.

9. Cultura y Artes

Arquitectura: Iglesias góticas, catedrales, murallas defensivas, puentes de piedra.

Literatura: Crónicas latinas, poesía trovadoresca, cantos épicos orales.

Música y Danza: Gaitas, laúdes, danzas en plazas, trovadores itinerantes.

描述

Middle-earth is a harsh, violent, and deeply human world. Far from magical fantasy, it is a reflection of the rawest history of the Middle Ages, where survival is tough, power is imposed by force and faith, and life is marked by the constant struggle against hunger, climate, war, and inequality. It is composed of two main continents and multiple islands surrounding both, with drastically different landscapes and civilizations forged by their environment.

Solarium, to the south, is a varied, warm, and fertile continent. Its geography encompasses golden savannas, dense temperate forests, scorching deserts, and fertile plateaus. Here empires, city-states, commercial republics, and great feudal kingdoms flourish. It is the center of trade, court intrigue, intensive agriculture, and the first universities. The sun guides its religions, and its peoples have learned to master iron and large-scale trade.

Oblivion, to the north, is a hostile and mountainous land, where cold and snow are eternal. The mountains dominate the landscape, separating warrior clans that survive in caverns, fortresses, and hidden valleys. It is a continent governed by tradition, strength, and blood oaths. Societies are tribal, united by necessity, honor, and resistance to an implacable climate. Here are born the toughest blacksmiths and the most resilient warriors, molded by scarcity and ice.

Surrounding both continents are archipelagos, many of them still ununified, filled with pirates, independent merchants, isolated cultures, or forgotten ruins.

Middle-earth is a place where iron is worth more than gold, a pledged word weighs like lead, and every day lived can be a story written in blood, sweat, or parchment.

Main Languages of Middle-earth

1. Velkario (South Solarium)

Alphabet: Square letter, similar to classical Greek, 24 characters.

Pronunciation: Broad vocalic, /ae/ and /ou/ common. Example: "Caerus" is pronounced "Káiros".

Way of speaking: Formal, with emphasis on titles and hierarchical respect.

Writing: Handwritten on parchment or carved in marble.

Poetry/Singing: Epic odes written in heroic distichs; sung in choirs with lyres and flutes.

2. Skarnik (Mountainous Oblivion)

Alphabet: Runic, 16 symbols with angular strokes, engraved in stone or wood.

Pronunciation: Gutural, use of /kh/, /rr/, and closed vowels. Example: "Hrukk" = "Strength".

Way of speaking: Direct and brief, with combat phrases and tribal proverbs.

Writing: Scarce, more orality; ceremonial inscriptions.

Poetry/Singing: Battle songs ("Drakkur") and funeral chants with skin drums.

3. Ernesian (Ernas and Sal-Turien)

Alphabet: Cursive with Arabic calligraphic influence; 28 letters.

Pronunciation: Rhythmic, musical, with soft consonants and long vowels.

Way of speaking: Persuasive, refined, used in commerce and diplomacy.

Writing: Ink and papyrus or treated leather.

Poetry/Singing: Rhymed verse in quatrains ("Qallir"); recited in squares with dance.

Major Religions and Calendars

1. Solarism (Solarium - Velkaris, Iverdan)

Gods: Monotheism with the worship of the Sun god, called Kaelis. Considered giver of life and justice.

Sacred: Fire, midday, blood spilled in just duel.

Prohibitions: Eating raw meat, killing without a duel, speaking during eclipses.

Festivities: Spring Equinox (Aurem), Day of Solar Judgment (Kaelum), harvest celebrations.

Calendar: Solar year of 360 days, divided into 12 months of 30 days.

2. Pantheon of Skarn (Oblivion - tribal clans)

Gods: Brutalist polytheism.

Hrulgar: god of war.

Nithra: goddess of cold and dreams.

Torrek: god of steel and oaths.

Sacred: Ancient ice, clan blood, mountains.

Prohibitions: Betraying pacts, touching corpses without ritual, desecrating weapons.

Festivities: The First Ice Hunt, Rite of the Flames, Dawn Song.

Calendar: Year of 300 days divided into six seasons of 50 days, governed by gods.

3. Cult of the Written Word (Ernas and Sal-Turien)

Gods: Henotheism. A supreme god Aun'Sahir, lord of knowledge, and multiple minor spirits.

Sacred: Manuscripts, black ink, ritual silences.

Prohibitions: Destroying books, reading aloud sacred texts, lying under oath.

Festivities: Day of the First Text, Ceremony of Silence, Feast of the Lexicon.

Calendar: Lunar years of 354 days, organized by phases and eclipses.
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