Scope
The motivation behind building Aspiria
We want to build a fun and engaging world for our players to explore, and within it give them an opportunity to experience a story that will walk them through each part of the continent, and later the world and cosmos.
The goal of the project
A fun experience both in creation and in using the world as the setting for our D&D 5E campaign.
Aspiria's Unique Selling point
What makes this world special to us is the culture of cataclysm and rebuilding. This gives the civilizations limits to excel but provides a foundation upon which later generations can build. It's about the resiliency of mortalkind.
Theme
Genre
Our world is primarily a high fantasy one drawing on cultural inspiration from across the real world. It is rather limited in terms of technology except for the Vocirans, who of course cannot use magic and had to find other ways to survive.
Reader Experience
The world should hopefully be one full of mystery, where discoveries of the past abound. There's a lot buried there that affects the present day!
Reader Tone
Our world is somewhere in the middle of bright and dark. If you think Harry Potter, you're closer to the vibe--there is the capacity for darkness and violence and villains, of course, but the hope is that heroes shine, and they do so with courage, with acceptance, and with kindness.
Recurring Themes
1. Things in the past making up the present and building on the future
2. The invitation of unknown places and faces looming beyond the horizon
3. Establishing friendships and understanding what it means to find a family
Character Agency
The players will start off small, but very quickly will be given the chances to make a name for themselves. Eventually their name will be legend and their presence inspire, allowing them to unite previously fractured alliances!
Focus
Military: There is a cold war set up amongst the various nations, with some behaving a little more warmly than others! The border of contention is a narrow passage, easily defended, but what surprises wait...
Technology and Magic: This conflict brings with it the confrontation of incredible new technologies against the established forces of magic.
Alliances: Uniting against this threat seems to be, to some, the way to play it, but with each Kingdom in Halinor doing their own thing, what will it take to shake the leaders out of their individual focuses and work together?
Mystery: Questions about, and answering these will be key to solving the focii above and to determine the very fate of mortalkind. Who are these masked figures stirring up trouble? What waits beneath the surface of Lake Sticaea? And what lies in wait above?
Drama
A few short years ago a magical cataclysm rocked the world, opening up forgotten discoveries. Now people from all over the continent swarm to take advantage of the treasures that await.
Kingdoms have withdrawn to lick their wounds and build up walls around themselves, but an empire from across the sea is using the chance to take over new land. How can they be resisted if the powers that be are too preoccupied with their own needs?
Uncivilized tribes of monsterous sorts have become more agitated, more active, and are stirring up trouble around the continent. Will they be allowed to run amok? What caused them to act now of all times?
Mysterious mages in masks and hoods act behind the scenes, manipulating forces toward chaos. What sort of opening are they hoping to take advantage of?
Not least of all, a village once based upon fishing and shipping in the midlands has had their livelihood uprooted. What new identity will they find for themselves, or will they be torn apart by treasure hunters?
There waits a group for a party to lead them, a land in want for heroes to inspire. The party will bring together a disparate cast and help mold them to meet their potential--and eventually save the world.