Open MistakeNot4892 opened 9 years ago
Obscurity was talking about a steampunk, post-apocalyptic world with low magic and diverse cultures. We were toying with securing routes to places and salvage being important factors. Which kind of reminds me of the deep roads expedition in Dragon Age but that's just me.
More specific stuff:
-The low magic would comprise a few different, distinct schools - hedge witchery, as associated with healers, plus more academic or structured schools that we could associate with cultists, mad scientists, or other technology.
-The apocalypse I was suggesting would concern the fall of some great, uniting empire from the inside out. The cultures leftover were probably all vassals of a kind. Survivors from the empire would be great to have scattered around. The ruins could be procedurally generated dungeons of a kind, where players can go in order to scavenge imperial artifacts. Steampunk with a 'dark ages' twist.
-Ideas for the cultures! I wanted one of them to draw on the aesthetics of Afrofuturism! What I tentatively had in mind for these guys was an Ancient Egyptian cultural and religious aesthetic married with steampunk. I'd want to consult someone qualified about this before getting deeper into it.
-Also, we discussed diasporic/nomadic cultures. The empire's survivors were one such idea that I had while writing this up; they could be used to give players an idea of what the empire used to be like. Of course, one or two cultures which have always been nomadic and diasporic would be nice to include as well.
-We talked about the starting city/hub! It's neutral ground, presided over by a mysterious and inscrutable merchant queen - or is it two warring factions who are secretly united behind the scenes in order to consolidate their power and keep potential rivals distracted? Point is, you can buy anything here, wretched hive, fights tend to get solved by the servants of the merchant queen, etc etc.
Basic premise of the world. Genre, theme, writing style, foundation premises.