Scope
The motivation behind building Tahuum Itaqiin
My world-building brain needs to world-build, and something systematic and in writing would be nice.
More specifically, Tahuum Itaqiin (IPA pronunciation: /ta.'hu:m ɪ.'ta.ki:n/) started out as an exercise in diverse, well-rounded fantasy worldbuilding that doesn't use medieval European fantasy as its foundation. It's not that I am opposed to medieval European fantasy settings at all; rather, the rest of world history is also rife with worldbuilding inspiration. Personally, I'm drawing heavily from North Africa, the ancient Near East, Chinese history, and other aspects of East and Southeast Asian culture for this project.
I am also interested in considering how largely ordinary, premodern people contend with the unknown, in this case magical forces and eldritch (alien) phenomena. Thus, this is a low fantasy, low magic, Earthlike setting, with the leading civilizations having developed to around the societal and technological levels of Ming China, the early Ottoman Sultanate, and Renaissance Europe.
The goal of the project
Like many of you, I've been a worldbuilder and an aspiring writer in one capacity or another for much of my life. In other words, whatever else I may or may not get out of this project, this will continue to be a persistent hobby for me.
My original vision for this project, for some reason, was to design it as the setting for an RPG despite my lack of know-how in any of the disciplines relevant to game design other than writing. It wasn't too long before this project's creative direction shifted toward being a setting for several stories of various lengths. Given the diverse sub-regions and sub-settings within Tahuum Itaqiin, I feel that this setting can serve as the foundation for a great number of fantasy adventure and drama stories with undercurrents of intergroup conflict and adaptation in the face of the unknown.
Tahuum Itaqiin's Unique Selling point
A few points below hopefully provide a more concrete sense of the setting and how it compares to its peers:
Exploration of the natural and the supernatural: This world will be vast, laden with history, and flavored with ancient ruins, wide-ranging cultures, and some horrific eldritch phenomena to boot. I hiope my academic and personal background in sociology, linguistics, cultural anthropology, and world history will do some good here.
Relatively rare, consequential magic: The magic system in this setting leans closer to a Vancian system (e.g. D&D) than the mana-spending systems of the World of Warcraft and Elder Scrolls franchises. Thus, magic is not fire and lightning constantly pouring from a mage's fingers until they run out of mana. Rather, casting a spell is a complex task that requires attunement to the world's underlying forces through an altered state of mind. The practice of magic is complicated and even inconvenient, but each spell that is successfully cast is likely to surpass a key obstacle or turn the tide of a difficult encounter. Those mages who prove the most successful in their ventures are those who can, in fact, creatively devise non-magical solutions to many of their problems: Sneaking past foes or negotiating with them, taking up a sword or bow like any other adventurer, and/or noticing and evading hazards through mundane means.
Theme
Genre
Low fantasy, low magic, some dark/horror elements, and not limited to European-like settings.
- The technology level is broadly late medieval renaissance (roughly 15th century, based mainly on the early Ottoman Empire, Renaissance Europe, and Ming China).
- While magic exists, its use is not sufficiently widespread to radically change how average people live; very few people master the use of magic at all, and trained, skilled users cast powerful spells occasionally but must otherwise accomplish tasks through mundane means like the rest of us. Among the general populace, magic is poorly understood and subject to suspicion and superstition outside the most cosmopolitan settings. The influence of gods and god-like entities in this world has been waning for some time, with these entities occasionally intervening in mortal affairs in a magic-like fashion but no longer so powerful and widespread as to be a major world-shaping force.
- A significant portion of the fantasy aspect of this setting involves eldritch knowledge and eldritch intrusions into the material world; old or timeless mystical beings and magical phenomena hide away in the world's remote and abandoned places.
Reader Experience
I envision the richness and details of this world lying largely in the cultures and day-to-day lives of its inhabitants. That said, it is also a world ripe for exploration and mystery, partly because of this diversity and partly because its stratified history and multiple, complex magic systems have left numerous secrets for adventurers and explorers to unveil.
The scope of the continent's history, its politics, and the emergent eldritch incursions will make the main characters of stories feel small at times. I would not go so far as to call this a grimdark world, but there will certainly be cases in which characters are clearly up against forces far greater than themselves.
The occasional grimness of facing such threats will be contrasted with the apparently growing prosperity of the Revival Era. However, this prosperity will be tempered, too, by the circumstances and attitudes of those groups who are being left behind by this progress. The machinations and rivalries of political leaders, too, will highlight the cost of the success of the continent's leading civilizations.
Reader Tone
Overvall: Knightcore/Graycore, but risks descending into Graydim depending on the actions of the world's inhabitants.
So far as the world has remained untouched by eldritch forces, the tone of the setting is of a more or less moderate tone, neither particularly bright nor dark. Most societies have been on a trajectory toward greater stability and prosperity in the last several decades or even centuries; in well-off societies, there are still clear gaps in wealth and justice, but the average person can live a reasonably comfortable life free of major upheavals. More darkness is to be found in the ancient ruins and other adventuring sites dotting the landscape, as well as in some of the more entrenched military conflicts and cutthroat political contexts. A number of communities affected by serious problems in their politics, environment, etc. will see significant instability and deprivation even as other communities are generally thriving. All of this being said, characters can choose relatively dangerous paths for their lives such as adventuring and mercenary work, or they can elect to focus on social, entrepreneurial, and creative activities like the rest of us, thus encountering more or less the same amount of intrigue and infrequent violence as one might expect in a low-magic, Renaissance-esque fantasy setting.
Those who explore--or unchoosingly encounter--eldritch incursions will broadly find their experiences growing increasingly horrific, with a subtle undercurrent of insanity underlying the danger, doom, and sense of lost control gripping the world around them. Whereas those who successfully avoid this path may nonetheless encounter rare shocking or distressing situations due to the workings of eldritch forces in the background of their lives, those who pursue this path will eventually find themselves immersed in rather grim and imperiled situations.
Recurring Themes
Difficult choices must be made in the face of an uncertain fate. It is frequently possible for those with the will and means to thwart conventional threats to the Continent's inhabitants, but many choices of consequence present no option that is unambiguously good, while apparently enticing choices are quite often double-edged--sometimes in ways characters may not appreciate or understand at the time. This broadly applies to the pursuit of power as well, most of all the pursuit of increasing prowess in magical practice: For instance, sufficiently advanced magic can prove dangerous to casters and their targets alike, and mystic crafts such as enchantment and alchemy can fail in disastrous and even explosive ways, but these can also grant characters a truly unique edge over their adversaries and the obstacles they face. Characters who overturn the right stones, so to speak, can even use their knowledge of what is unknown to most in an attempt to overcome the ultimate unknown: Death itself. Such an endeavor is a truly dark and dangerous one, no doubt, and some of the most powerful beings that characters may encounter may, too, be in pursuit of such great and terrible power.
The forces and entities from beyond the stars can make this world and its inhabitants feel small by comparison. Some of the eldritch incursions that intrude upon the material world--or that are released upon it by characters or villains, inadvertently or not--have the potential to overwhelm mortals, their societies, and characters themselves. In overcoming these forces, the mortals inhabiting this world will often need the aid of those who are better acquainted with both conventional magic and these eldritch forces, or else the line is unlikely to hold. The consequences of these eldritch incursions gaining ground can range from eldritch creatures becoming an invasive and established presence in particular locales to entire societies unraveling as they are destabilized and overwhelmed by outside dangers.
Character Agency
The eldritch incursions making their way into this world will make it an increasingly unstable and dangerous place to live, giving characters a sense of their smallness in the face of these forces. Nonetheless, the outcomes of individual stories will vary greatly, from succeeding or at least surviving to succumbing to these forces. Success or survival often will not be absolute, either, with permanently damaged charcters and the occasional pyrrhic victory to be expected. Outcomes desired by characters can range from resisting and avoiding the dangers presented by the eldritch incursions to adapting and even seeking eldritch knowledge (and power) for themselves, though such knowledge is not without its costs, of course. Either way, characters also live in a world of physical, societal, and magical laws which govern or constrain their actions to an extent.
Focus
Numerous cultures and their complex interactions over history
The range of cultures and societies encountered in Tahuum Itaqiin is widely diverse, corresponds with environmental influences, and has changed substantially throughout the Continent's social history. Within a given society or cultural region, the mother language of locals has changed over the generations, sometimes with remnants (substrates) of dead languages evident in current speech. Cultural values have remained somewhat consistent within each civilization but have been tested and warped by the deprivation, conflict, and overall competition of this world's Second Era as well as by the relatively recent peace and abundance of its current Third Era. Political structures have changed over time, too, with people enjoying more freedom, autonomy, and direct political representation in some centuries than others. The landscape of religion and magical practice has changed dramatically, magical practice having evolved alongside the history of thought, philosophy, and science in Tahuum Itaqiin.
Social systems and how they adapt or falter in times of crisis
The Third Era or so-called Revival Era is something of a gilded age in certain respects, with clear progress among the most thriving societies and most successful social groups being contrasted by exploitation and deprivation others. The merchant princes of Andaen administrate a nominally free society but discourage competition with their interests and hold themselves above their laws; the glorious palaces, temples, and noble estates of Te-Dai are funded with tribute from a great many smaller nations; and developments in travel and commerce compel explorers and entrepreneurs to seek novel sources of wealth at the expense of others lands and peoples.
The cohesiveness within and cooperativeness among the societies of Tahuum Itaqiin are already actively strained by normal state-building processes, and are poised to be tested more strenuously by the inexplicable eldritch incursions into the world. Bad blood between groups can lead to mistrust and scapegoating that undermines solutions to the world's emergent problems, while genuinely strong coalitions may yet be able to hold fast.
Magic systems, the supernatural, and the limits of human knowledge
Conventional magical practice is constrained by a considerable number of limitations. For one, only a rare few people have the capacity to engage with the sympathetic force underlying the world; while seemingly all humans are at least indirectly aware of its presence, the capacity to manipulate this force has yet to take hold among more than one percent of humans through evolutionary processes. Many of those humans who do possess this genetic endowment fail to utilize their gift for any number of other personal or social reasons. Among those who do practice magic, spellcraft requires entering and maintaining an altered state of consciousness in order to exert one's will on existing magical force. Targeted manipulations of this force require the establishment of a sympathetic connection between a spell agent (component) and a spell subject (the target), with stronger connections being possible between more fundamentally similar agents and subjects. A spell's potency and precision can be refined further through acoustic and geometric or kinesthetic means, though such procedures are easily interrupted in a high-stress situation. Finally, maintaining a deliberate shift in magical force (a spell) is rarely practical and normally requires continued concentration, making spells with instantaneous effects preferable in practice. For all these reasons, magic is a powerful tool in the right hands but is far from universal; its influence on the human experience is significant yet limited.
The latest innovations in magical practice at once constitute a major achievement for humankind and a cause for undue intellectual arrogance. Secular institutions have overcome the previous dependence upon celestial figures or shamanistic rituals to perform feats of magic. Every day, theorists of magical practice make strides in increasingly potent and precise spellcraft; every day, too, the peoples of Tahuum Itaqiin come closer to having contend with a novel, otherworldly form of magic and its practitioners, one which no amount of supposedly enlightened research and study can adequately prepare for.
Adventuring, lore, and the world's hidden secrets
Given this world's complex history and magical phenomena, there is ample opportunity to go exploring and adventuring; even with the substantial efforts of this world's historians, bards, folklorists, and archivists, veritable reams of hidden lore have yet to be recorded. There is also ample evidence that some of the world's ruins and other hidden places have been sealed off deliberately, often by mages, perhaps less to ward off outsiders and more to keep their contents properly contained. Even divination magic has considerable limits in respect to the knowledge it can unveil, though these limits may yet be lifted as novel forms of magic are discovered.