Kingdoms of the Captive Sea

Somor 16, 8735 PR, Basselt

Scope

The motivation behind building Kingdoms of the Captive Sea

I want a world where simple underlying conditions build a complicated world full of mystery, wonder, and opportunity.

The goal of the project

I am hoping to give my players the chance to go "down the rabbit hole." To explore concepts they think they want, and let them see that every action they undertake has costs, both good and bad.

Kingdoms of the Captive Sea's Unique Selling point

This is a place where great heights of power are possible, but at cost. The question you must ask is, what cost are you willing to pay?

Theme

Genre

Dark Fantasy, High Fantasy, Tragedy, Satire.

Reader Experience

Complex, mystifying, but familiar.

Reader Tone

This is a world that is bright on the surface, but very dark underneath.

Recurring Themes

Good and Evil in all.   The importance of family, both born to and found.   The cycles of life and death.

Character Agency

Characters level of agency depends greatly on their amount of personal power. Those changes can be fleeting or permanent, depending again on their own amount of power and the choices they make.

Focus

Divinities and Powerful entities. Godhood is achievable through self knowledge. The Elders are power entities that make the world possible, and the gods rule over concepts that define them.
Deep History of the world. Secrets and half truths make up the lost histories of the world. Oftentimes secrets are discoverable, if you have the strength of will to go looking for them.
The importance of self knowledge. Self knowledge is the ultimate doorway through which power is attainable, But self knowledge is impossible without facing who you truly are.

Drama

  • The Zecrukar Empire is on the verge of civil war. The Pantheon of the Empire is publically split between supporting the standing family and replacing them with a new royal family.
  • Sightings of Ofrugian raiders have appeared on the eastern shores of the Empire, they seem to be content for now to sail past the burgeoning ports, but with the empire in turmoil, how long can that last.
  • The Vargonians have sent a delegation demanding the expatriation of noble houses that fled the invasion of Astaran. Many of these families have been been here two generations or more and are heavily integrated into Zecrucarian society.
  • the University of Mazalu's magic library has burned to the ground. it was engulfed in nearly transparent flames that could not be extinguished by any spell or source of water. a thousand years of magical research destroyed in a single night.
  • The Thurfell Mountains have experience numerous quakes and volcanic eruptions in the last five years. They seem to be centered around the Palace City of Ximatar. What forces are causing them, and what does it mean for the already strained empire?