Scope
The motivation behind building Juanth Treskri
I am building this world to create an exploration heavy, sandbox world for my characters to explore. There will be a final McGuffin to find and restore peace or become gods or something, but the journey (and the character building and relationships) are more important than the end location.
The goal of the project
I want to have a world I can refer to wherever my PCs may go, so I'm not making up content and reacting to their shenanigans. I want the world to feel cohesive and make sense across the continent.
Juanth Treskri's Unique Selling point
I aim to make the expoloration piece of the map the major interest point. There is a lot of the wilderness that has been lost to time and the players should want to explore the area and find new things! Also, the evil presence of the world will be a single species (I'm currently thinking devils or demons, but dragons do make compelling campaigns).
Theme
Genre
This campaign is set in classic DND 5e technology and magic. Most magic in the world should be accomplished by known spells or magic items (or be very closely related).No advanced technology. Technology in the world would be mainly from tinkerers or artificers. In the begginning of the campaign, there are no firearms, but gunpowder like substances may exist for aritificers, so I could be persuaded if someone really wanted a cool gun or something.
Reader Experience
The players should feel like events of the past are always coming back to haunt (or help in some cases) them. So ancient wars and destruction have shaped the world and it affects almost everything they do. I hope they feel a little wanderlust in exporing the uncharted regions of the world.
Reader Tone
The tone of the world would be somewhere in the middle. There is a lot of grittiness to the slums and regions outside the major cities, but it is moslty a difficult, tough life. It is not a life of constant horrors and fear. Horrible and wondrous things do not usually happen to ordinary people. People that disobey rules, adventure too far, or attempt to delve into anceint secrets? yes, horrible or wondrous things may happen to them. But generally speaking, ordinary people do not routinely expereince horrible or wonderful things.
Recurring Themes
-Betrayal. Who can they trust?
-An ancient town/country made a bargain with devils/demons and shortly after they fell/were destroyed.
-Danger is not always what it seems. i.e. Kobolds may only be low CR monsters, but their lairs are defended by high level traps and trespassing is a dangerous proposition even for a high level group. i.e. a mentor may not alwyas have the party's best interests at heart.
Character Agency
My goal is to give players as much agency as they'd like to wield. If they want to change politics and shape world governments or whole regions I'd let them (especially at higher levels).
Focus
Race relations-
many races live in obscurity due to past actions from other races/socities. Ideas include half-orcs, high elves, tieflings, dragonkin, 'monstrous races', etc.
As the story progresses the party has the choice to deepen these interrelations and mend past wrongs or to deepen them and create even more conflict and tension. (obviously I will lead them into the former type of actions)
History and the influence of power. Especially including the abuse of power to overthrow entire civilizations. Many of these may be aided from dark deals with devils/demons (dragons?). Basically sending a recurring message of "power corrupts, and absolute power corrupts absolutley" -Lord Acton
Religious influence-
There will be at least one or two cities/regions were religion plays a major role in the government. Some are good and some are bad. (showcasing the idea that it isn't organized religion that is inherently good or evil, rather the people behind those relgions). i.e. one place where a theocracy reigns based on a race of 'angel-touched' (aasimar) nobles as the political and relgious leader. This one is perhaps the corrupt relgion/government.
Drama
Rumours of dark elf sightings and attacks are rampant, those near the Keth Arnn Mountain Range fear a war or invasion is imminent.
The King of Caligo has recently (session 1) passed away. The single heir is studying abroad in Aurora, it may be some time before he returns. In the meantime royal families are vying for power and tension is present throughout the city.
Rumours of elven activity in the Great Forest are always common, but lately it seems more and more fantastic. Stories often include ghosts or spirits aiding the elves in the forest.
Mysterious dissapearences are common in Caligo, but lately more dissapearences and more sightings of specters and rogue shadows are frightening commoners.
The University is secretly conducting research of questionable moral grounds. However, no students have been expelled for immoral conduct in a decade. Some think it is a cover for more nefarious actions, others are inclined to point to a new, stricter headmaster as the reason for a safer, more moral magic academy.
There is another rumour of some upstart noble breaking the record of The Trial and understanding the clue that leads to greater traesure. Nothing substantial ever comes of these rumours, they pop up every few years or so.
Never go to the northern tundra and taiga. Few return and those that do are never the same.