Scope
The motivation behind building Avaria
To make a rich and detailed setting to tell stories in.
The goal of the project
A well built and exciting setting for my D&D campaign.
Avaria's Unique Selling point
A mash-up of all my favourite worlds with my own twist on them.
Theme
Genre
Low to mid magic post-apocalyptic fantasy.
Generally, medieval tech but Avarian technology is forerunner level.
Reader Experience
The world is vast and dangerous. Civilisations carve out lands for themselves but the wilds are ever trying to take them back.
Magic is suspicious and dangerous - mages are few and controlled.
There is so much to explore out there in the wild.
Reader Tone
Mid to Dark. A blend of World of Warcraft and Warhammer Fantasy.
Recurring Themes
The wilds are mysterious and dangerous.
The current time is a pale echo of past greatness.
Magic is dangerous and must be controlled.
Character Agency
Mid-tier agency. Player characters can change the local area and at high enough level even kingdom level area but the world is vast and global change is rare.
Focus
The Peoples and their conflict.
The Crystalline Covenant and their lands.
The Tribes (Orcs, Hobs, Gnolls, forsaken.)
The Dro'vari
The Environment - Avaria is a vast world full of the ruins of past civilisations and dangerous wildlife.
The mysteries of the past.
The Avarians left behind vast structures that dot the landscape, no one has been able to decipher their meaning or function.
Drama
The Orc clans of the
Keldoran Wastes are uniting under the savage leadership of Warlord
Do'kagron, and are scouring the lands for something. They are headed towards Valgarde and the fledgling barony of Westmarch is right in their path.