Hello, I just discovered this forum and I hope i can get some feedback for my campaign setting im developing...
My general focus is to create a traditional fantasy setting, where magic is well, magical. When i say this, i mean that in the context of the setting casting classes and magical phenomenon will be fairly rare. This will impede the PC's only slightly, not affecting thier character choices, but gaining magic items will be much more interesting. You can't go into a store and buy a +1 longsword, you will adventure to find Eldrin the Blade of the Elfkings. Magic weapons in fantasy novels are not uncommon, but they are special and have deep stories and mysterious powers and I'm trying to put that into my game.
So far, I only have one nation formally written up, but i have quite a few others in the works. The first is a European-style nation that has gone through a golden age, but now is on the brink of civil war. The other is Mythea, a psuedo-byzantine culture that is located across a great gulf from the northern nation. I'll post what I have written up thus far, which includes races and the writeup for mythea (more may be added).
Dwarves
Dwarves have a profound spiritual connection to the earth. They believe we come from the earth and, when we die, return to it. The earth is infused with the spirits of their ancestors and their bond stretches far beyond their mortal coil. The strong sense of community in many ways is a necessity, for only a fool wanders into the deeps alone. The union of earth and flame is a sacred ritual to the dwarves; their crafts are an extension of themselves and their spirit. The weapons forged by dwarves are blessed at their creation, for craft is the magic of the dwarves. Devotion is important to them, for they believe that life is to be lived heartily and that it is useless to not commit yourself to what you believe in.
Elves
Elves believe themselves to be the guardians of the earth and it is their duty to punish the despoilers of nature. Elves interpret their reverence of nature in many ways, ranging from co-existence of all beings to a brutal rhetoric of vengeance. Elves are loath to be rash and not consider the consequences of their actions. Their long lifespan gives them a unique worldview, where small details are irrelevant to the bigger picture. The cultures of the elves vary widely, from the mysterious kingdoms in the Great Wood to the many that have spread themselves throughout the world and societies.
Gnomes
Strangers from a far-off land, gnomes are very common along the eastern coast and any trading port is sure to have a small merchant consortium. Their empire, which few have ever ventured to, lays across the sea far to the east. Their strange customs, dress, and devices make many view them with a sense of weariness. Their beliefs stem from the night sky, which they believe holds the secrets of our destiny. Each being serves a purpose in the greater scheme of things, and they seek to understand the world around them and interpret omens.
Halflings
Halflings are a race without a home, for they wander the world in their small communities constantly living on the fringe of society. Seen by most as strange mystics, the Halflings have a deep oral tradition that is passed down from generation to generation, for they have no written language. They are looked down upon by many because they believe them to be thieves and distrustful. While many are integrated into society, the majority has kept to their ancestral roots of wanderlust.
Many centuries ago, what is now the Mythea, existed many small city states of humans and the various keeps of the dwarven clans. Intermittent wars had been relatively common in the area, squabbles over land, gold, or various other disputes. From the western reaches of the region grew a great kingdom of goblins, ruled by their warlord Zarkahn Duul. Zarkahn's forces quickly overwhelmed the fragmented nations, and the slaughter continued until a council of kings formed a pact to push back the goblinoid threat.
The united forces of man and dwarf concentrated themselves into the Valley of the Sun, which could only be accessed from two narrow passes. Two dwarven generals, Ovim and Mororill, swore to hold the passes until the allied forces could muster a counterattack on the horde of invaders. On the fifth day, the brilliant human tactician Alexion led the defenders out of the gates and personally slew Zarkahn Dull, who has foolhardily placed himself near the front lines. The demoralized goblins quickly dispersed and the remnants of the army loyal to Zarkahn were dispatched over the coming months.
Alexion was crowned king of Mythea for his glorious leadership and he built the holy city of Zathur in the Valley of the Sun to commemorate the glorious new kingdom. He unified the many cities and created a great and stable empire, ranging to the sea in the north and east to the Dead Sands deep in the south. Two great gates were erected in the pass to protect the city and so future generations may remember the valor of Ovim and Mororill.
Since then, the nation has flourished under the reign on Alexion's heirs. Many winding roads and tunnels ease travel through the mountains, connecting the great cities on the surface and the great keeps deep in the earth. Many have trained griffins as mounts for travel and military reconnaissance; it is a common sight to see messengers soaring high above the mountains. With the lasting peace, art and academia have flourished, making Mythea a haven of the learned. The cuisine consists of local herd animals, cheese, and fine wines, though the dwarves still prefer a good pint of ale.
The kings have claimed that the kingdom encompasses territory far to the south, including the Dead Sands. The claim is a hallow one, for the only masters of that blasted landscape are the various nomadic tribes who keep the tradition of their lost empire that has been lost beneath the scorched and barren landscape. Many small cities dot the edges of the sands, but they are the farthest grasp of the king and his men. Raiders come out of the sands and attack at night and harass traveling merchants, and as quickly as they came, they disappear back into the desert.
The people of Mythea worship the sun, in both a physical and metaphysical sense. The sun is the source of all life, but it also destroys. The warming kiss of the suns rays may comfort you, but in excess it will burn you. One must live his life in moderation, enjoyment and enlightenment may not be found through excess. Many believe that the sun is the redeemer, and the loving mother who may at times scold her children. Others claim that burning vengeance shall come as retribution for our sins, and we must constantly find balance and live a virtuous life.
Zathur, the crown jewel of Mythea, is nestled away deep within the mountains in the remote Valley of the Sun, making it one of the most defensible cities in the known world. The main boulevard leads directly from the main gate to the Citadel of Surya which is the royal palace and grand cathedral. The citadel is built inside of a mountain, and at the top of the mountain is a shrine that at exactly noon is pierced by the sun's rays, creating an awe inspiring lightshow from the stained glass as it dances on the mosaics. The central square, which is in the center of the boulevard, hosts the grand bazaar where merchandise from all corners of the empire may be found. Beyond the walls of the city lie small farming villages, making the region entirely self-sufficient.
The veneer of peace that suffuses the nation is deceitful, for many dangers are still lurking in the shadows. The grumblings of the goblins and other foul beasts still lurk in the mountains and chasms. Priests at times warn that the farther one ventures from the gaze of the heavenly orb, the closer you are to danger and ruin. Even in the comfort of civilization, another form of evil has its presence. Mortal beings are prone to corruption and the machinations of thieves and politicians pose a great threat to many. Though one must remember, the most dangerous things are those we do not know. Lands far beyond the hills, beasts never imagined, and alien cultures are the greatest danger to someone. One does not know how to react, and if one cannot react, he shall suffer.
Hi. You mean 'wariness' not 'weariness'. Unless the gnomes are more exasperating than strange. ;)
So what is Mythea actually like? Physically I mean? You seem to suggest it is a warm place, or at least one where the sun's light is significant.
What kind of racial mixing exists?
When you say magic is rather rare how rare is that?
Quote from: TybaltHi. You mean 'wariness' not 'weariness'. Unless the gnomes are more exasperating than strange. ;)
So what is Mythea actually like? Physically I mean? You seem to suggest it is a warm place, or at least one where the sun's light is significant.
What kind of racial mixing exists?
When you say magic is rather rare how rare is that?
Mythea is supposed to have the same kind of landscape as Greece and Turkey. Mythea itself is primarily humans and dwarves, with all others sprinkled around. As for magic, a mage won't be in every village, but large cities will have a few and most people will be accustomed enough to it.