Worldly Brainstorming, part 2
Collecting more scattered thoughts...
Magic
Magic remains a difficult point. On further consideration, I think I'd set the bar for mortal magic at subtle, "alchemical" effects - usually minor effects that take preparation and could in many cases be considered fringe science more than magic. That means anyone tossing a fireball is at least a little bit of a monster, or has somehow bargained with one.
That seems like a fair way to keep magic limited and the consequences of magic from spinning the setting wildly out of the realm of what we can even conceive.
Geography
It's been a long time since I've sat down with colored pencils and drawn out a map, but that's usually my preferred method with some inspiration coming before or during the process. Geographical barriers often define nations and it helps if things make sense. For a "lasting" setting, I'd be inclined to stay away from fantastic features like a desert right next to marshland, though if something interesting came to me, I might roll with it.
I'd probably want to start with something about the size of England or western Europe. That's big enough for multiple nations without being overwhelming. And build out from there, to trade partners or exploration options across the sea or farther up the mainland.
Nations
Copying historical (real or ideal) cultures is certainly the easiest way to go. It's also a bit cliche. I'm not sure it's possible to come up with societies that are completely original, but I want to avoid blatant copies.
And I utterly despise Elven (Japanese) Superiority Syndrome (tm), where one nation/culture is presented as having an almost divine perfection. Sorry, in my world no one's that perfect and while individual craftsman skills will vary, no nation gets an "OMG, so much better, the dice say so!" sword as default gear.
At my present thinking, I'm inclined to make one of the national powers of the world a fairly recent joining of two or three nations. A generation or two into its new union, it would be seeing a lot of growth and benefits compared to neighbors, but would still suffer from some internal friction
But as for details, I'd have to spend some time sitting down with each and figuring things out. I'd also want to tie them some with...
Races
Ah, the unusual variety of fantasy worlds, with many a sentient species!
First off, I'd probably rule out hybrids off the bat, save for supernatural ones. When reality-bending magic is involved, rules aren't always rules. Short of that, though, I'd just as soon consider a species to be a species.
I'd probably be inclined to include some furry races because... well, why not. And I'd try to figure out some regional origins and blending with nations over the years. The rise of various races would be an old thing, such that there isn't an overwhelming conflict between them, though there'd still be biases no doubt. The "player races" would all be fairly similar in capability and longevity. Near-ageless races are naught but a headache.
Though I think I still want to include some less civilized "non-player" races. Not orcs, per se, but a few variants of sentient beings that could pose a threat now and then along with out-and-out beasts.
Hmm... still vague because I'm considering it all in a broad sense...
Magic
Magic remains a difficult point. On further consideration, I think I'd set the bar for mortal magic at subtle, "alchemical" effects - usually minor effects that take preparation and could in many cases be considered fringe science more than magic. That means anyone tossing a fireball is at least a little bit of a monster, or has somehow bargained with one.
That seems like a fair way to keep magic limited and the consequences of magic from spinning the setting wildly out of the realm of what we can even conceive.
Geography
It's been a long time since I've sat down with colored pencils and drawn out a map, but that's usually my preferred method with some inspiration coming before or during the process. Geographical barriers often define nations and it helps if things make sense. For a "lasting" setting, I'd be inclined to stay away from fantastic features like a desert right next to marshland, though if something interesting came to me, I might roll with it.
I'd probably want to start with something about the size of England or western Europe. That's big enough for multiple nations without being overwhelming. And build out from there, to trade partners or exploration options across the sea or farther up the mainland.
Nations
Copying historical (real or ideal) cultures is certainly the easiest way to go. It's also a bit cliche. I'm not sure it's possible to come up with societies that are completely original, but I want to avoid blatant copies.
And I utterly despise Elven (Japanese) Superiority Syndrome (tm), where one nation/culture is presented as having an almost divine perfection. Sorry, in my world no one's that perfect and while individual craftsman skills will vary, no nation gets an "OMG, so much better, the dice say so!" sword as default gear.
At my present thinking, I'm inclined to make one of the national powers of the world a fairly recent joining of two or three nations. A generation or two into its new union, it would be seeing a lot of growth and benefits compared to neighbors, but would still suffer from some internal friction
But as for details, I'd have to spend some time sitting down with each and figuring things out. I'd also want to tie them some with...
Races
Ah, the unusual variety of fantasy worlds, with many a sentient species!
First off, I'd probably rule out hybrids off the bat, save for supernatural ones. When reality-bending magic is involved, rules aren't always rules. Short of that, though, I'd just as soon consider a species to be a species.
I'd probably be inclined to include some furry races because... well, why not. And I'd try to figure out some regional origins and blending with nations over the years. The rise of various races would be an old thing, such that there isn't an overwhelming conflict between them, though there'd still be biases no doubt. The "player races" would all be fairly similar in capability and longevity. Near-ageless races are naught but a headache.
Though I think I still want to include some less civilized "non-player" races. Not orcs, per se, but a few variants of sentient beings that could pose a threat now and then along with out-and-out beasts.
Hmm... still vague because I'm considering it all in a broad sense...
Magic Okay then. So normal magic is considered alchemy.. I can buy that. But to get stronger stuff you need to be a monster or make a deal with one. What about making pacts with spirits then? A lot of real world magical traditions believe that you can't do magic 'yourself' but that you get it from connection with something greater. I'm kinda curious how you would blend magic with religion or culture as well. Races Looking at this, what's the odds of someone being able to create a longevity potion? Something that shaves off a year or three when you take it? Just wondering. :>
ReplyDeleteWell, by "monster" in that case, I would mean "supernatural being." I'm not sure what sort of "spirits" I would include. I tend to think of outsiders bringing a bit of their reality that bends the world's physics to do magic. That works for demons, or elementals and such. I'm not sure if I would want to include any terrestrial "spirits" to begin with (though there might be some types that are from/of beyond, but have been in the mortal realm for a long time). Longevity potion? Eh... moderate. Possible, but with increasingly greater magic required for greater/continuing effect. I mostly mention longevity because I hate dealing with "well, the average lifespan of this race is almost a thousand years." >.>
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