The Foundation of Fillimet
World MotivationI want to build Fillimet to explore everyday life in a fantasy setting. How do citizens perform their jobs and enjoy their leisure in a world where magic is commonplace and easily accessible? Character interaction and development is also important to me, so I plan to add plenty of opportunities to explore the dynamics of character and organizational interactions and how these will also shape lives and histories.
My PayoffI have three goals in creating Fillimet:
- Re-engage with my joy of writing.
- Build a world where I can write short stories and novels.
- Allow for many areas for TTRPG adventures that play into the world on varying scales. Most of these are intended for family-friendly adventures with my young daughters, and some will tie into my story writing.
HookMagic is readily accessible to almost everyone, from all walks of life. This sometimes has unforseen consequences.
Player ExperienceThe world feels larger than the players, with varying locations providing different experiences and cultures. Focus is on the everyday and ordinary lives of the inhabitants of the world, with glimpses of the unknown underpinnings of the world to elicit feelings of wonder.
ToneBright, throughout most of the world. Even at the darkest moments hope is within reach.
Player AgencyPlayers are a part of the world. Their actions have consequences to help change their part of the world, but they are not the answer to everything. The world is bigger than they are, and it is up to them to find their place within it and build their own sphere of influence.
- Magic is synonymous with Technology.
- Any individual can make a difference, from the most influential to inconsequential. Hope can come from any source.
- Secrets, some wonderful and some dangerous, lie beneath much of the workings of the world.
Technology InfluenceMagical use permeates everything and every profession, providing advancements in all areas, including efficiency and safety. Magic does come at a price, in the form of permanent changes caused by exposure to that magic.
Agriculture and TradeTrade across long distances is much easier due to the Portal Exchange, ushering in a new age of wealth and prosperity to all participating towns and cities by providing easy access to portal travel for everyone. Smaller towns and villages strive to obtain access to the Exchange through encouraged growth (to meet the requirements for their own portal) or agreements with neighboring towns.
Arts and Culture InfluenceEach location and nation has their own culture and ethnicity, influenced heavily by the history, technology, environment, and economic conditions of the area.
- The town's and cities of the Northern Reach fall under the control of the Church of the Heathen Prophet. Some of these cities are enthusiastic supporters of the Church due to the prosperity brought by the Church's influence, while others are rife with malcontent as a result of the Church's drain on their resources and oppression of their people.
- Magic is readily available and used freely, but it does have a cost in the form of permanent changes caused by overexposure to that magic. These effects vary according to the type of magic.
- Pirates are once again becoming prevalent across the Blackguard Ocean.
- The fertile Andisol Valley is experiencing tremors and earthquakes. Magical attempts to calm the earth have failed and miners and others skilled in Geomancy have left the area, citing unrest from below the valley.
- The Portal Exchange's portal gate to Vishan has gone dark. Attempts at communication with the plane have failed, resulting in garbled communications in the best cases.
Rules of the World
Differences in Natural Laws compared to Earth
- There is magic.
- Magic is everywhere, forming magical fields similar to the magnetic fields of earth.
- With the exception of those suffering from Unattunable Disorder, anyone can tap into magic, although some are genetically Naturally Attuned and therefore have an easier time channeling magic.
- Spells resulting in a sustained effect require active casting, or Rune Magic to act as a battery to sustain the channel. Spells with permanent effects do not require this.
First Law of Magic
The power of a spell is in direct proportion to the training, magical aptitude, and passion for its success of the caster.
Second Law of Magic
Each creature has a limited supply of magical power at any given time, called Imperium, limiting the quantity or strength of spells cast.