Scope
The motivation behind building Tomeria
The world is being built for myself and others to get sucked into a world of magic, strife, and so many stories that aren't of this world. To me everytime I write something else down it's that little bit more than expands the world and brings it to life. I want others to experience the magic I have in my head of this vivid world and all the stories it has to offer.
The goal of the project
I'm creating a world. While I will use D&D with it I want it to be first and foremost a living breathing world. I want the audience to feel engulfed in it and that it's a real thing with real reactions, cultures, technologies, and stories.
Tomeria's Unique Selling point
Unique in that it's mine. As the world develops it will have my personal imprint giving it it's own unique stories and things that are made unique because I did them. It will be plenty inspired and contain many cliches more than likely but each will be my own personal twist that I love.
Elves will be nature oriented magical beings and dwarves will be gruff and drink a lot, but those same dwarves and elves will have unique twists on their cultures that I bring to them. Exotic races such as kobolds wont just simply be monsters, but a thriving underground society defended with their own unique origins.
Theme
Genre
It's a fantasy basically. Throughout the worlds ages, which I plan to have multiple campaigns spread throughout, the setting and technology/magic level will shift. At some points magic will severely outpace technology and eventually technology will catch up to probably even out. I don't plan on it ever becoming 'modern' in the sense we go beyond a steampunk era.
The reasoning behind that is that magic does stifle innovation in our worlds sense. So while some areas such as the High Seas Archipelago after the Rupturing drive technological innovation, that is more setting specific. Airships wont work outside the Archipelago for scientific reasons and since I plan on having magic users overall not necessarily be a rare thing, but hard to train and master, it will stifle technological innovation compared to how the real world worked.
That said I would love to have some campaigns set in a sort of "High Fantasy" or "Dark Fantasy" setting with less magic and more realism and it can perfectly work within the world as a whole depending on setting and timing in the world.
Reader Experience
All of the above for sure. I want the overarching tale of the world from beginning to end to be an amazing Epic filled with century long wars, brutal dictators, loving kings, everything and in between.
But I also want to capture those little things. Like the gradual metamorphosis of a small bug on Wayfor Island how it impacted the local populace. The small villages in-between the major cities that are probably driving the larger tales that affect an era.
Reader Tone
What is the tone of your world?
Yes.
Recurring Themes
The recurring themes are that of big things always going on, the world is constantly changing somewhere. It's a huge place so to stand still is just impossible. But I'm going to also show those different point of views to keep that tone of big things happening throughout the world but there's also little things happening that are also someone's whole world.
GoT for example focuses solely on those large overarching plot points that result in massive battles. I want to have those, but also not forget about that family whose son, brother, cousin, and father all just got drafted to go fight and now can't keep the family farm that's been there for 100s of years afloat.
Another theme is the giant business that moves in and being in this huge new area with new resources provides jobs for thousands of people, gaining huge income for their nation, but at the expense of the indigenous population and wildlife that have never seen this sort of civilization before and how this affects those smaller tribes and families there.
To keep it anchored in the magic stifling innovation to keep the setting semi-static in never advancing too much too fast like the modern world, when I wanted a steampunk and huge technological jump, I brought a magically charged atmosphere being the cause of it. Having exotic resources plentiful, but in the sky, means the only way to efficiently get them back is through cargo transports that can fly, but due to technological restrictions the only way the contraptions fly is because of this magically charged atmosphere and the exotic resources and how they interact with said atmosphere.
Character Agency
I want the world to feel to the players a little bit of everything and then based on the specific campaign I'm driving that will be the focus. One campaign is meant to be a world deciding Epic in the most present time. I will focus on the high stakes, detailed story, and interesting characters and choices, and how that affects The Continent and it's nations. That campaign will focus on being awed with heavy choices, and will use those in between moments to focus on the little things like a village kid needing food and clothing as they pass through it on the way to a battle that decides a continent affecting war.
On the other hand a different campaign in the Colonization Era of the world held in the High Seas Archipelago will have the world moving on with or without the PC's. The goal has changed to just providing a setting for the characters and their own personal questlines to where they can ignore if they want the overarching happenings of the world and do their own thing. They will still feel a bit of that awe when I describe what is going on in the larger picture and how it affected their personal quest, while focusing on something completely different to the last campaign.
Focus
Drama
- Tensions between races from The Continent and the Genasi in High Seas Archipelago during the Colonization Era
- Tensions between businesses from The Continent and the local Earth Genasi businesses mainly in the High Seas Archipelago during the Colonization Era
- Genasi proxy civil war between wanting more influence from The Continent and those wanting less in the High Seas Archipelago during the Colonization Era
- The newfound awe, fear, and concerns of the new resources, plants, and overall setting from the races from The Continent in the High Seas Archipelago during the Colonization Era
- The explosion of piracy in the High Seas Archipelago during the Colonization Era