Wednesday, October 2, 2013

Living Fantasy Campaign Setting: Proxima, A Time-Lost World

This is my proposed setting for an integrated fantasy campaign that combines multiple games to simulate a persistent world. The idea is that various game outcomes will be written together into the fictional history to provide a narrative thread that connects them. Here's a look at the world I'm designing using Hexographer's mapping functions. I think they do a good job of capturing the feel of the old Gazetteer maps.
Background
In the forgotten antideleuvian past of our own world, mighty empires fought endlessly in the pursuit of supreme power. With armies and mystic arts, they sought to conquer and enslave the lesser tribes of men, to vie with one another for dominion, and to challenge the Decrees of the High Heaven. By their arrogance, they earned the wrath of Heaven and a Word of Doom was pronounced against them.
Divining that a time of calamity was near, the ruling city-states of the world consulted their priests and oracles for guidance. Too proud to repent, they instead sought to escape Heaven's fury by fleeing across time, transporting their entire civilization from dawn of history into a distant future age when they imagined Heaven's Throne itself might well be overthrown and they could rule an unwatched cosmos as gods themselves. Their cities faded away into arcane mists that carried them between-times, even as the seas rose and the land was torn asunder to sink beneath the waves.
But even across the span of aeons, the Word of Doom resounded. Each of the four great civilizations found itself beset by troubles in new age.
The Lost Continent of Mu found itself in a trackless all-sea, and sank to the same doom as the one it had fled. Its halls and temples became the desmesne of fish and sea monsters, choked with corals and weeds. Rumors still abound of great treasures miles below the water that will never again been seen by human eyes, the unclaimed hoard of the deep.
The Cities of Lemuria shifted into a sweltering jungle of creeping vegetation and savage beasts. The battle to hold the forces of nature at bay raged for a generation, then ended in defeat. The survivors fled to establish an autocratic state on the great landlocked Meridi Sea, ruling the southlands with a fist of hard obsidian.
The seafaring Ports of Atlantis emerged perched precariously on a volcanic archipelago. Over the years, fire from the skies rained down on them, and ash buried them. The survivors sought refuge in the small island continent of Beringia, seeking employment as court astrologers and alchemists, each scheming to amass personal wealth and authority.
The twin Cities of Hyperborea were cursed to arrive in a desert wasteland, swallowed by shifting sands and besieged on all sides by hostile races of bestial men that sought to plunder them. Even as the guardians of the cities seemed sure to obtain the final victory by dint of magical arts, they were betrayed from within by those who saw the chance to cast out the old rulers and found a new dynasty. Those who allied with the beastmen were numbered as 13, and used their craft to obtain an immortality of sorts. They aged but slowly, and drained the lifeblood and souls of their thralls and prisoners to prolong life indefinitely. The Undying founded their own realms around the rim of the great desert, and bent ever more powerful servants to their whim: great wyrms, monstrous legions, and the fiends of the underworld.
The time-eddies left by their escape from antiquity would also ensnare other victims even after the cataclysm of quakes and floods. Many adventuresome sailors of the ancient world found themselves similarly lost in time, trapped in the shattered world of Proxima far from their homelands. Forced to endure in unfamiliar territories, they founded kingdoms that were not under any Heaven-spoken doom, but free to seek their own fates.
This is a map of the world of Proxima, a supercontinent ringed by a vast ocean. You can see the locations of the above rogue's-gallery of evil nations, as well as other features. Mountain ranges partition the continent into  three "basins" (plus an inland sea) which are effectively isolated ecoregions. The developed area is in the north-west, adjacent to Hyperborea.

Plate tectonics run amok!
Zooming in a bit, we can see the sinister Boreal Basin, home to the lands of the Undying. This whole area is rife with virtually every horrible fantasy species you've ever met, from goblins up to giants. These aren't the people you want as your new neighbors. Durnovar and Chukchi are the two centers of non-horrible civilization in the area. Think of Durnovar as the roughly "European" one, and Chukchi as the roughly "Asian" one. (Well, North Pacific one, at least.) Winlend is a prosperous sea-kingdom, and a reliable sponsor of all the heroic activities that you would expect in a proper fantasy world. Currently it's interested in expanding through both colonization projects and military campaigns, and doesn't mind subcontracting that work out to professional adventurers with delusions of manifest destiny. That's you!

The west side of the northern hemisphere, because I'm Eurocentric like that.
Let's look even closer. Here's a run-down of local geopolitics. For sake of reference, each of those hexes is pretty big, roughly 200-300 miles across; France would take up one of them.
  • Elysion is Dunovar's fingerhold on the mainland that extends as far as the mountain boundary; like Greenland, its name can be chalked up to a deceptive marketing campaign. It's located uncomfortable close to lots of geopolitical trouble in the Boreal Basin. The easiest way through the mountains is Green Pass, a fortified mountain road under the control of Durnovaric forces for the last 70 years. Periodically Durnovar tries to send an army through to attempt an offensive campaign (Napoleon-in-Russia style), but it rarely goes well. And periodically the Undying launch counterattacks over or under the mountains, using flying, climbing, or tunneling monsters as transportation; if they every got really organized, they'd be a serious threat to the inhabitants of Elysion.
  • Winlend is a sea-kingdom with the prosperous port of Durnovar at its southern tip. It's the late Greco-Roman Empire of its era, with lots of great accomplishments but also at risk of overextension. This is a great place to conduct mercantile activity of all types, either running short weekly supply runs to Straddleport, monthly runs to Lockhaven, or even a lengthy trip to the distant western realms of Beringia for more exotic fare.
  • Cascadia is a vast wilderness packed with weird stuff to discover; it's a pocket-size fantasy version of North-America. It's got valuable land ripe for the taking, making it a prime colonization target. Of course, valuable lands aren't necessarily empty or safe.
  • The Niobraran Desert shoreline is home to lots of pirates. Because... pirates. They're raider types who send up galley ships to pillage coastal settlements. Durnovar could probably crush them, if it weren't preoccupied with fending off the Undying legions to the east. As it is, they're building a criminal empire around trafficking with one another in slaves and stolen goods.
With proposed locations for various Hex Crawl Chronicles maps.
What can adventurers do in this world?
  • Manage feudal domains and realms in Elysion, and protect them from invaders.
  • Construct and deploy fleets of trade ships, to earn extra income. Arm them to fight pirates!
  • Participate in foolhardy military campaigns against the Undying, and hopefully survive to report about the lands beyond Green Pass.
  • Explore and colonize Cascadia by sending out small expeditions to scout the region, ally with friendly locals, eliminate threats (personally or with hired armies), and build castles and towers to defend conquered lands.
  • Do a little light recreational dungeon-delving on the side, if the opportunity presents itself.
 Next up: An example of character and realm generation.

No comments:

Post a Comment