Scope
The motivation behind building Getninia
This world is meant to be a living world for use in multiple TTRPG campaigns, such as the Dungeons & Dragons 5th Edition ruleset, but also Pathfinder and other fantasy TTRPGs, and to display said world online in a central place for public use.
The goal of the project
This is a campaign world, where the chief concern at play is to create diverse campaign settings rife with political, economic, and/or social tensions. Getninia supports a more roleplay-centric focus than other common settings in fantasy tabletop gaming.
Getninia's Unique Selling point
The world of Getninia offers rich political conflict, set in a backdrop of world beginning to experience the very earliest phases of an industrial revolution. Imperialism is in vogue, and the Known World grows ever larger yet ever smaller as new frontiers are explored and technologies developed. Getninia is varied and broad enough that most fantasy subgenres or campaign styles should be at home at least somewhere in Getninia's world.
Theme
Genre
This is a low to high fantasy setting, being a self-contained fictional world, but where magic is relatively uncommon yet very powerful. As the particularly potent ancient arts are lost, but as education improves, this trends towards weaker power but wider use. While epic stakes are possible, characters are far more down-to-earth than in many campaign settings commonly used.
Getninia's "present day" is set in a late 15th-to-mid 16th century "rennaisance/early modern" techbase in the most civilized areas, with a slightly less advanced 14th to 15th century techbase in the isolated frontiers.
Reader Experience
Players should feel like highly skilled and sought after hired adventurers who will have a chance to make a big splash in the world, either by being key players in the political intrigue of civilized lands, or carving a new world out of the frontiers. We caution however, against leaning too hard on Great Man Theory. Adventurers, exceptional individuals though they are, should have to struggle to cause major change, the chance should exist yes, but it will come through blood, sweat, tears, and probably working with outsiders.
Furthermore, different regions should feel distinct – be it the fallen empire environs of Northern Felora, the Greco-Roman inspirations of Aeilla, or Getninia's take on the retro "sword and sorcery" feel of classic Dnd in the regions of Gallaca, Merida, and Elleryca. While the potential for an epic scale should always be there, players/reader should also feel like there is intimate and personal details knitting it all together.
Reader Tone
This is, to use the
common parlance, a soft Nobleneutral world. Slavery, genocide, and poverty are all features of the world, including in many of the most civilized places. However, for every slaving despotic state, there is another relatively free and kind society. Players can have a chance to make a major change in the world, but it is just that, a chance, and of course, no man is an island.
Recurring Themes
The three major motifs of the world are:
Change: The world is constantly in flux as civilisations rise and fall, great people live and die, and the continents and even the planes themselves are reshaped. Empires span ever greater distances as advancements in technology shrinks the world.
Mystery: The ancient and fallen civilizations still hold a great number of secrets that may forever change the Known World as we know it.
Political Intrigue: Especially in the developed and/or technologically advanced areas of the world, one does not simply murder their way to making changes (well, unless they want to find themselves in deep trouble), so politicking is essential.
Character Agency
The world as presented here will, for the most part, represent the world "as is" before the start of any ongoing campaigns in the world, though, content from campaigns from the Worldbuilder's table, and their impacts on the world may be put up. Ideally, in the course of campaign play, players should feel relatively powerful, and the authors endorse methods of character generation that breed high-power characters. Again though, we should like to emphasize that no man is an island, and players should ideally work with the NPCs of the world
Focus
Intrigue: Due to trade, and relatively advanced levels of political organization, those who seek to make lots of money can find a lucrative career in performing dirty deeds for those with power. Oftentimes this could be acting as go betweens, obtain artifacts from dangerous locales, or even outright interfering with rivals or assassinating them. Such activite make the upper echelons of power a dangerous place to operate.
The Shrinking Frontier: As societies gradually become more organized, adventurers may elect to move far away from the centers of power to the regions where they may still carve out their own holdings and even petty kingdoms, indeed adventuring parties may become the heralds of civilization if they so choose, building up their own new societies and establishing fiefdoms to become the influential and powerful rulers as the frontier begins to close. However, a shrinking world means longer distances become more and more trivial, and there are those who wish to create ever-greater Empires.
Industrialization: The world of Getninia, or at least in the core regions around the Tealestrian Sea, and Yulan Ocean are on the brink of industrialization. Workhouses and manufactories have begun to spring up and water wheels come into increasing use in producing extra power for commodity manufacturing. This means that for the first time in known history, material conditions, at least for those with money, are dramatically improving in the core regions, and people are starting to move away from subsistence agriculture. It has also created a power imbalance between the core regions and the periphery that, if certain ideologies and worldviews take root and become engrained, may result in great suffering in the near future.
A World Becoming both more Wonderous and more Mundane: On many scales, from the personal to the political to the supernatural, Getninia is trending towards new wonders, as the secrets of science and magic are unlocked and rediscovered; personal and economic freedom expands, while conversely powerful institutions become entrenched and ever more rigid until they collapse and the fallout upends civilisations.
The Dawn of Maritime Exploration: Particularly within the Tealastrian Sea, where Qua'adar, Dothara, and Aeilla compete alongside privateers and pirates to scour the Yulan Ocean, and answer the age-old question about what lies beyond the great Western Sea.
Exploration of the Ancient Past: Moreso than in our real world, the ability exists to uncover the archeological mysteries of progressively more ancient and sparse societies and civilisations. Whether its the vestiges of the runic Giants in Frostvellr, the buried Grek cities in the deserts outside Qua'adar, or the living vestiges of the Elves in the Southern Continent, secrets of the past await those willing to dive deep enough into the caverns, sewers, libraries, and keeps that contain them.