Scope
The motivation behind building Methera
This world is supposed to serve as my main hub for DMing campaigns, and as an outlet for all my OCs. I want it to be a sort of playground for other people to interact with, and help shape through their actions. I want it to resemble a group/common effort, channeled/streamlined by my never ending urge to build and sort things.
The goal of the project
I want it to be a rich assortment of interesting individuals, groups, biomes, etc. I want people to feel at home in it, but also evoke curiosity! That means that every corner of this world needs to have something going on for it. I want my players to be able to get lost just about anywhere.
Methera's Unique Selling point
The world, the pantheon, the magic system with all its rules: everything is relatively new, and still settling into place. Deities still walk amidst the peoples of the world. Power structures don't have long tradition, everything still feels very much in the "crib" and that makes for a lot of potential.
Theme
Genre
We're looking at a classic medieval kind of high fantasy setting which is strongly influenced by credible, tangible deities that have moods not unlike other humanoids. There is a large bit of eldritch horror hiding in plain sight, amidst the jolly busy homey look of the outside.
Reader Experience
The world is supposed to feel warm, welcoming and curiosity invoking! It is supposed to radiate potential. That way, a descent into darker tones will have all the more impact.
Reader Tone
The world is rather balanced to live in, probably middle to bright leaning.
Ordinary people in their daily lives will find many things to be in awe about, and carry that thankfulness into prayer or their communities. Simultaneously, the threat that looms over some is undeniable.
Recurring Themes
Reoccurring themes include:
Forging your own path, choosing your fate for yourself (gods rejecting part of their own divinity for love)
Hazo bleeding out in a noble self sacrifice, creating seas and oceans; like the happy little accident it is
Sometimes bad people can make a great point!
Character Agency
There is a lot of agency to be found - but one must look for it. It is not offered to you in the stall of a marketplace nearby. Plot must be seeked out, listened to. It wants to be found.
Focus
Arts (Julian), Culture
Hexadraconic buildings, pillar order
different interspecies variants of classical art styles
Agriculture and Trade (Lukas), Wealth Distribution and Power Dynamics (Moff, Tera)
Religious Influence (Liam, Alex)
Technology Influence (Eike)
Race/Gender Relations
Drama
The human emperor is fixing to cut down Vala Amíl, the huge rainforest that is home to the elves, in order to build huge exploration fleets to better set out into the seas and uncover uncharted territories. He is also in search of the source of eternal life.
The gnomes were following an exodus cult, which led them to seek refuge with the dwarves, essentially camping outside their mountain fortress for almost a decade. In midst of these exhausting negotiations, the gnome king died. Now two large factions are fighting over whether to try and appease the dwarven regent or to try and reconquer the grasslands.
To Khair's southwest a sort of fungal forest in form of a large singular organism, known as the mycelium, has begun to spread. It is beginning to consume bits of Vala Amíl.
In the Karrak desert, an entire draconian trade caravan has vanished. On top of this, the Baharoosh Clan leading the Draconians has suffered an assassination attempt and is tightening security.
Tieflings openly rebel against the human-led empire. Ohhh boi
Bubonians complain about losing their affinity to water magic, although the predisposition for it has been widely spread among the peaceful anarchists inhabiting the area around lake Taytam.