Scope
The motivation behind building Drake's Dozen
Primarily a setting for novels. Also an excuse for me to waste spend time delving into research on languages and people and history and technology and mythology.
The goal of the project
An encompassing setting for an anthology series of novels, other works of fiction, and TTRPG campaigns.
Drake's Dozen's Unique Selling point
An industrial-era world on the brink of a second revolution thanks to the spread of extraplanar magic, still reeling from the effects of a global war that occured almost 200 years ago and ended with a mysterious, magical cataclysm.
People are learning that anyone has the potential to be anyone and do anything, which is a big deal in a world heavily fractured by racism and classism.
While these conflicts are breaking out on a global scale, other beings on a universal scale are pulling centuries-long strings and pushing people into place like cosmic chess pieces.
Theme
Genre
Fantasy.
More specifically, low-magic industrial-era fantasy with elements of eldritch horror lurking in the background.
Reader Experience
The world is cruel and unfair for most people, but also vast and beautiful.
Reader Tone
Depending on where you look, you can find elements of good and evil, law and chaos, agency and powerlessness.
Overall, Bleakglow - the world is dark and indifferent for most people, but occasionally individuals and groups make a step forward.
Recurring Themes
Nurture is stronger than nature
Magic and technology are coexisting tools
Nothing is absolute. Context matters
Character Agency
People are usually not able to affect the world with long-lasting effects, but every individual has the potential to be that one person that does change the world.
Focus
Drama
Old Scars:
157 years ago, the major people of the world first encountered each other and entered into a huge world war. This only ended because of The Blink, and not because either side wanted to broker peace.
No-one knows who or what caused it or why. Many people assume it was one of the other species for some still-unknown reason.
Innovation:
The rise of both technology and magic means better exploration of the world. While two continents waged war hundreds of years ago, a third continent with its own peoples has only just become known to the rest of the world.
Living in isolation without war and magic, these Monoduga have made incredible technological advancements. Just what are they working on, and how will it affect the rest of the world?
Revenants:
Since the Blink, some people have randomly returned to life after they should have died, often shunned and cast out of their homes. No-one quite knows how to treat people that want to retain basic living rights indefinitely.
Magic:
For centuries, the Vena have protected knowledge of magic in Azhjur University, reserving it for a tiny fraction of people with the lifespan and money to afford it.
It's becoming increasingly obvious that the vena aren't the only people who can channel extraplanar magic, and they're finding it increasingly difficult to maintain control.
Do they continue to hoard magical knowledge and let amateurs experiment with huge consequences, or do they share the knowledge with people that may well turn out to be their enemies in another global war?