Aerd

Scope

The motivation behind building Aerd

I want to have a sandbox that can be used to play any particular adventure type or genre. My hope is to build a politically complex setting where politics are not required to enjoy the game. I want the world to feel malleable and changing, so individual choices can hold massive weight.

The goal of the project

With this world, I'm hoping to have a fully functioning D&D campaign setting where player choice can lead the development of the narrative. Each piece should have in-built plot hooks, meaning that the players may experience the adventure they choose no matter where they choose to go.

Aerd's Unique Selling point

I think the inclusion of real world modern politics means that international interactions feel much more realized than a more traditional fantasy realm. The setting also has built-in tonal differences, meaning that different genre of adventurers can be done without resorting to plane shifting. Furthermore, player choice will be incredibly important. The world itself is built like a set of dominoes, and decisions will bring about major and lasting changes. The world should feel malleable without necessarily being fragile, like a lump of clay.

Theme

Genre

The world of Äerd has primarily late medieval to Renaisance era technology, although there are areas in the world that are much more advanced (ie. steampunk). The rural areas are far more reflective of the Middle Ages, whereas the urban areas are more advanced. Furthermore, the farther west you go tends to be more medieval, whereas eastern areas tend to be more industrialized.   The primary genre of the setting is high magic fantasy. The Orkischerache and Dreaux tend to be more sword and sorcery style. Áit Scáth is meant to be very dark fantasy. Áit Tanaí is more of a whimsical fairytale setting. The dwarves tend to be a bit more steampunk. The Shattered Land is post-apocalyptic. Capellia is more traditional fantasy with more industrialized city making them the perfect setting for almost Victorian-era tales of thieves and ne'er-do-wells (think Thief video game series).

Reader Experience

The world should feel inherently magical, to the point of effecting the very landscape. The land should evoke the desire to explore. The characters within are often roguish and daring. The whole thing should feel like a heavy metal album artist painted a fantasy rendition of Mid-1930's Europe.

Reader Tone

Primarily a dark political tone with some areas brighter and more whimsical than others as well as some areas so dark the dip into the horror genre.

Recurring Themes

1.) Power's inherent corrupting nature 2.) Fascism vs Antifascism 3.) Beauty in complexity and diversity 4.) Repercussions of decisions made by the socially powerful on the weak

Character Agency

Characters could potentially have huge effects on the world, if that's what they decide to do, but huge player buy-in should not be mandatory. The characters can be as involved with politics as they desire, or they can remain apolitical adventurers.

Focus

Government presence and the effect of oppression on populaces.
International relations between superpowers with opposing philosophies.
Class relations and the tendency of ruling classes to thrive on strife between lower classes.
Military Influence Religious Influence

Drama

Tensions mounting between Antynyx and the rest of Aerd, forecasting the threat of war.
The desolation of Áit Scáth and the diaspora of the Wood Elves.
The recovery of Dreaux after the Shattering, and the establishment of a new Dreaucian status quo.
The quests of the orcs to free Gruumsh from Grube and restore his divinity.
The development of the Gwerin Cymdeithas into an industrialized power in the wake of its overthrow of the Gwerin Monarchy.
Class tensions in Capellia   Chromatic Brotherhood in Antynyx   Les Cardinaux Céruléens crusade against learned mages   Tieflings integrating into society