Aroka: Fallen World

24th Day of First Blaze, 542 Age of Reclamation / 255 Tryvyum Trade Era

Scope

The motivation behind building Aroka: Fallen World

I've been writing stories for about twenty years now. I wouldn't go so far as to say they are any good, but it showed a very early interest in stores and their importance in my life. I tried my hand at a writing a few books in several genres, most of which in a shared universe, but I fee like they amounted to bad reskinned fan-fiction at best. College and five years in the military limited my time to write, so I resigned myself to worldbuilding whenever I got the chance; creating details of the universe, its overarching story, and guiding themes that would make stories easier to write. However, I in this process and with the introduction to TTRPGs through Dungeons and Dragons after college, I realized that I enjoyed the worldbuilding far more than writing stories. But what good is a world without a story for others to experience. This is where my newfound love for cooperative storytelling provided me a solution. Though still in its infancy, I am running a heavily homebrewed Dungeons and Dragons game set in the world for a small group of family and friends. The adventures their characters go on direct me to flush out details and identify continuity errors within the world, giving life to it and laying the foundation for future stories written by those inhabiting it. This is the direction I see this labor of love going.

The goal of the project

I want to refine this world into one that others can pick up and write their own stories in, whether it be through a preferred TTRPG or other mediums the it grows to that extent. I want to create a world that is interesting and intriguing, enticing people to create their own characters and stories that will each leave their own mark on the world.

Aroka: Fallen World's Unique Selling point

Aroka is an ancient world, far more ancient than most mortals and even some immortals can comprehend. Though the vast majority of its past has been lost to time, there are still remnants that can be found. Some are nothing more than points of interest for historians and scholars, but there are some relics of the past that pose a very real threat to the future of the world. Well hidden and safeguarded, these powerful forces were both preserve and locked away for a purpose, but time leaves them venerable to fall into the hands that either are incapable of understanding them or, worse, have malicious intent and will likely bring about the end of the world, again. Few know of these secrets and those that do hurry to uncover them, but the world is vast and untamed. One does not simply walk into the wilderness in search of ancient powers and live long enough to tell the tale, but that doesn't stop those that know what is at stake from trying.

Theme

Genre

The overarching theme is Gritty Science Fantasy, though the world is large enough and has existed long enough for nearly any theme to have been present at some point. Despite local genres and themes, it is a gritty and "realistic" world so far as it doesn't shy aware from the harsh reality of nature, ranging from the circle of life, natural forces, and the corruption of societies. Yes there are fantastic elements such as advanced technologies, fantastic beasts, god-like entities, and magical forces, but that doesn't exclude them from the unforgiving nature of reality.

Reader Experience

I hope the world feels to one of both great beauty and peril. Breathtaking scenes and blood-chilling horrors should be common as players explore the world and uncover the great and terrible secrets it hides.

Reader Tone

With so few societies being able to survive the consuming suffocation of the natural world around them, they should feel like safe havens from a perilous existence, though they possess their own hazards as conflicting ideologies vie for control. However, those with the bravery and capability can take of themselves, at least for a short while and especially in large groups, usually just long enough to make it from one haven to the next. Venturing into the wilderness is not a decision that should made lightly and should require no small amount of planning and resources. However, the payoff will, hopefully, at least recuperate the costs.

Recurring Themes

Everything comes at a price, whether it be within the sanctuaries of civilized society, in the barbaric tribes of the outsiders, in the depths of the wilderness, or deep within the ruins of long lost civilizations encountering forces beyond your comprehension. Sometimes the choice may as simple as pushing forward and risking certain death or turning back to live another day, but it should be significant and consist of its own consequences and rewards.

Character Agency

The world is vast and full of forces beyond the character's comprehension or means to influence. However, their decisions still matter, even if this is choosing to face certain death or flee to fight another die. Power and accomplishments they bring should be well-earned and, ideally, come at a price.

Focus

Risk, Reward, and Consequences: Everything has a price. Every victory has a cost and every defeat a lesson learned or new opportunity.
Grey Morality: In a word where everyone is just struggling to survive, whether it be on a daily basis beyond the safety of society or from year to year within the walls of civilization, the concepts of right and wrong become complex and a matter of perspective.
Lost History: No matter how much of the past historians claim to understand, there's so much more lost to time. In most cases, this lost is ultimately inconsequence, but there are some secrets that, if uncovered by the wrong actors, could change the course of history.
Magic through Science: Though still fantastic, forces of magic are really just science we have not come to understand or master. In a world where many advanced civilizations have come before, what was common-place science for them seems like pure magic to those just beginning to study the mechanisms of reality.

Drama

Chaos vs Order: In order to survive in the wilderness, one must surrender themselves to their wild nature and savagery or fall prey to those that do. Within society, one must do the same to the rule of law, bending to the bureaucracy and will of those charged with holding back the chaos. Both have their benefits and both have their drawbacks, but neither can exist without the other nor can they coexist peacefully. The eternal struggle is what pushes them towards extinction and also what keeps them from it.
Nature vs Science: Though not as prominent as Chaos vs Order, how one should relate to the world is always a touchy subject. Even within society, some believe that nature should be lived with while others believe it should be controlled. This conflict breaks down even further with some striving to control nature through cooperation and understanding while others wish to control it through study and knowledge; similar concepts and goals, but very different methods and outcomes.
Community and Sovereignty: Regardless of the size or civility of a society, the debate of how to determine what is best will always arise. Should individual freedom be prioritized, even if it puts said individuals or those around them in danger? Should those with knowledge and power act in accordance with a bigger picture for the good of the majority? There are times where each has their place and where they can even coexist, but in a world where survival is a constant struggle, hard decisions must be made and there is no way of knowing which one will turn out the best, much less which is "right".
Magic: Though mostly localized to the Tryvyum Trade Consortium, how Magic should be used, if at all, is a major point of tension. Each nation has their own version of Magic with the centralized joint government severally restricting all uses of Magic due to a catastrophe know os the Mageblast. Those with the ability to use Magic must do so very carefully and with no small amount of consideration for the consequences, both in terms of legal and natural ramifications. Such power should not be used lightly.
Race Against Time: Though unbeknownst to the majority of the world, there are forces in motion that threaten their way of life with some threatening their very existence. Secret societies work behind the scenes to either orchestrate or prevent world-altering events with many in more lying in wait for an opportunity to rise and seize power.
Aroka's Past: The world itself is far more antient than any living being can comprehend. Remnants of this past have, for the most part, faded to time, but there are some that are very much alive, albeit dormant and waiting to be awakened. The squabbles of gods and mortals mean nothing to these forces. Even the apocalypses and extinction-level events are inconsequential to them.