Wednesday, 10 April 2019

Eightfold

It's been a while since I posted on this blog, but since I'm designing a new game setting and people seem interested, I thought I might expand a little.

Not incidentally inspired by streaming games including Critical RoleHigh Rollers and the Oxventure Guild, and thanks to moving to a larger house with space for a proper table, I'm going to have a shot at running a D&D 5e game in my own, homebrewed setting. This setting is the Sacred Republic, a major power in a smallish fantasy world, which I'll talk about as a whole in another post. I kicked off with a few basic notes: That the tech level was roughly at the Renaissance, rather than the pan-mediaevalism of the 'stock' setting; that the Republic was controlled by a powerful church; and that wizards were outlawed.

The Sacred Republic (and neighbours)
These three factors all fed into each other of course. Why is the tech level higher than in most fantasy worlds? Because there isn't as much magic. Why isn't there as much magic? Because the church has outlawed wizardry. That just left the question of why wizardry was outlawed, and so it came to be that there was a period in history when the wizards ran the whole show, before the Church overthrew them. From this, I developed the history and geography of the area, before moving on to the world and a planar system - because you have to have a planar system - and a rough approximation of the balance of trade between the provinces of the Republic, because if Catan teaches us anything it's that you can't call it world-building if you don't know who's buying sheep.

Since the church is important, of course there had to be gods. In this area, matters were greatly complicated by the influence of James Holloway's Patron Deities podcast, which has made me think even more than usual about how gods and religion work. The provinces of the Republic are mostly on a European model, because while that is a bit old hat, it's also what I know and what I can write without falling back on nothin' but stereotypes. Still, I've tried to make a bit more use of the concept, so the PCs' home province is your standard Anglo-German business, but moving out they'll encounter less familiar cultures. The real trick will be making sure that the specifically non-human cultures are actually non-human, rather than just... non-European.

Those non-human cultures?

Well, because I like to challenge myself, the Halflings of Yethera (the name of the continent; the world is called Aiaos,) are originally a travelling culture, so they mustn't be too egregiously cod-Roma.

The orcs and goliaths in this world had a somewhat less advanced culture in the north, before they were pushed out by encroaching giants, and now mostly form an immigrant workforce in the Republic.

The 'beast kingdoms' to the east are where the various animal-like humanoids live. Well, apart from the Tortles, who are another nomadic race and travel in massive, mobile fortresses, driven by subterranean lizards on treadmills.

And to the south we have the Drow, who are a major mercantile and occasionally military power bloc to the south, who control trade in and out of the Great Delta by means of a massive, fuck-off chain stretched across the mouth of the bay. There are some aspects of Constantinople/Istanbul in there of course, but so far I haven't gone into detail because I want to do something unique. I'm aware that I've kind of put the black-skinned elves in what looks like North Africa; in my defence this is actually in the shadow of the crown - the highest point on what is in fact a dome-shaped world - and it thus in shade for about half the day; I just have a limited range of coast shapes in my mind.

Finally, there are the Yuan-ti. Now, they're a particularly touchy case, because Yuan-ti are canonically humans corrupted by dark, sacrificial rites, so that has to be handled with care so you don't end up with a Peter Jackson kind of situation.

And the elves are Euro as fuck, because elves are the definition of racial privilege. Specifically, High Elves are the city builders, having been the rulers of the culture before the culture before this one, while the Wood Elves are the preservers of the wilderness and thus latterly leaning towards eco-terrorism.

There are also dwarfs and gnomes, but I haven't gone into much detail on them yet, and dragonborn in the archipelago of Ladonia, who trade with the coastal province.

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