Tariek Rough Collection

1595/03/29

Scope

The motivation behind building Tariek Rough Collection

I am building this world for TTRPG primarily, using a Warhammer Fantasy skeleton for operating system of preference. But I am also building it with a secondary ideal of it being my setting for my writing of stories and novels, as well as some tabletop wargaming using the lore and setting, playing out key conflicts in a fashion being a third motivation that is but a seed, growing slowly in my head.

The goal of the project

I want it to feel like a dark and gritty industrial revolution type setting, but still capturing that essence of a young world, the idea that places outside patrolled borders are highly dangerous, deadly even. I have the idea of fear within and without, monsters and gibbering beasts from the Void, but also those within, hidden cults of Madness. I am uniquely trying to have a Very Dark setting, that flirts with Grim Dark, but set in a tech feel and cultural feeling 1600s-1899 type setting, just before the advent of personal vehicles or fully automatic single person weapons, but with a strangely still feudalistic feeling, though that is meant to be rapidly changing. A unique project and feel I am aware.

Tariek Rough Collection's Unique Selling point

I think the big one is the mix of elements. That fantasy feudalistic feel, but yet with the beginnings of centralized authority, due to things like Sky-Ships and Steam Engines allowing swifter military force projection. Combined with that steampunk/clockwork aesthetic.

Theme

Genre

Dark Steampunk/Flintlock Fantasy

Reader Experience

I want a mix of terror and amazement. I want them to feel a desire to wander and explore, but yet be on edge whenever outside the relative safety of urban centers, knowing the further they get from such places, the far more risk they are taking.

Reader Tone

Dark and sometimes tickling Grim-Dark ideally, but with an occasional shimmer on the surface (so it would seem. But this is always a lie, like polishing a shit. At the end of the day no matter how shiny, tis still a shit) that puts it, seemingly, somewhere in the middle.

Recurring Themes

Madness

Paranoia

Fear

Horror

Terror

Mystery

Curiosity

Inquisitiveness

Character Agency

Though challenging and requiring an....impressive level of wealth and influence that is a monster of a challenge to obtain, they can change things for the better on some seemingly permanent basis. Far more likely however that what they do has....none or very limited effect.

Focus

Government Presence/Rule of Law/Religious Influence: These three need to be together because heresy is a high crime, the worship of the Gibbering Lords of Madness. Also because the 'secret police' types are Religious in nature, but have full government and legal authority.
Wealth Distribution/Agriculture and Trade: The world may be on brink of a massive war, unlike any ever seen. Right now only Susma's continued neutrality holds that balance. If Susma sides with the NPA Nation-States to the North, or the SCTA Nation-States in the South, war could erupt. Indeed full scale war might erupt anyway, as these trade agreements have created some resource and wealth inequalities. Trade is always a big part of the problem, and as such this is important to understand the potential storm brewing.
Race Relations/Class Relations: This point is another key one, and helps explain the potential coming storm, due to some history of slavery and other terrible events that have scarred cultural and collective memories and kept tensions simmering, along with negative opinion of Waston, the southern economic power, the engine of the SCTA.
Military Influence/Technology Influence: If the rest is the ingredients in the powder keg, this is the potential spark. Sky-Ships and Steam Engines, and a growing belief that if you can get your army to the location first, you can win outright by default. A dangerous assumption leading to a overtly reactive and overactive military grandstanding culture. It is held together currently by a generation of leaders and administrators whom are giants of the kind. But their time is ending, the sun setting, and as old age and other such causes claim them, the question one must ask of their successors... can they keep this complex political and economic tangle from igniting?

Drama

King Cormac Ironcliffe is dead, and now none truly know what to expect from Suranth's attitudes and stances politically or militarily.
Increasing tensions at the Kang-Chorathian and Roharan border have erupted in a border skirmish over a valuable coastal deposit of minerals.
All over the continent, rumors whisper that the times of darkness are returning. Beasts of Madness and Children of the Void have become more and more prominent in the wilds.
Strange folk have landed off the coast of Valewyr, folk claiming to have crossed the water from a far off land to the west of Valerick. They are strange looking, or so the rumors suggest.
Some sort of horrifying monster is ravaging the croplands and the HDP nation-states cannot seem to pin the beast down, or even catch sight of it. They simply come upon dead and rotting fields.