Help Developing an Early-Medeival Setting
So, I'm trying to develop a gritty and (somewhat) realistic setting setting modeled on ~10th Century Northern Europe plus other elements stolen from different cultures and fantasy settings. My general goal is to have several petty kingdoms led by princes or warlords in a reasonably small area. The setting is generally going to be on the lower magic end of things, but I still want wizards to be a thing. Also, please stay away from any system-specific suggestions, (especially those based on D&D) I don't particularly care to fit in with a published RPG setting--I'm imitating literary fantasy not RPGs.
So, these are some of the issues I'm not really sure about:
-Politics and war: I can copy a map of the Heptarchy in England to get an idea of realistic borders, but I'm not really sure how war would work. How much raiding do neighboring kingdoms do do each other? How much raiding do whatever oceangoing powers do to everyone? How much conflict occurs between minor vassals and what does it even look like? Etc.
-Monsters: I'm happy to treat some 'monsters' as animals that don't exist in real life, but I do also want the option for more magical creatures (dragons etc.). I'm not really sure how common I should make monsters, and how to adjust society to accommodate.
-Magic: I have a fairly good idea of how I want magic to work already, but there are some associated problems. Specifically, I'm keen on a vaguely Lovecraftian sort of magic with less rugoseness and tentacles. A wizard digs through ancient ruins looking for whatever cryptic bits of magic they can find. Magic itself is essentially the programing language of the Great Old Ones though that analogy would be lost on a character in the setting. I'm leaning towards less flashy magic, but wizard-duels are pretty cool too, which draws me somewhat in the other direction. Also, wizards tend to be solitary individuals who refuse to share their information, hoarding ancient tomes and ciphered notebooks. So, some questions here: whose ruins are they in the first place? What impact do these ruins and such actually have? What's the social impact of a wizard anyway?
-Cosmology: I want to incorporate a surreal and somewhat unsettling spirit world into this game. This will account for things like 'demons' and will give the PCs an opportunity to travel in an alien world. Past that I'm not really sure of how to handle this idea; how the spirit world really is, and how (and why) PCs would interact with it.
-Finally, adventures: I don't want PCs to be wandering thugs or mercenaries; they should be doing something more heroic than that, but I'm not sure what. This setting is unfriendly to high politics; there's no centralized power, and everyone is a long way away from each other. It's also unfriendly to saving the world from evil overlord kinds of plots; no individual that powerful exists. So how do I give the PCs a meaningful goal. Also, in a realistic world in which 'adventurers' aren't a social convention, what are some good ways to justify the party working together. Moreover, why don't they bring other people and resources with them (they're rather likely to be knights or minor nobles. Few others would have the skills with weapons)? That is, why is whatever the party doing (mostly) unique to them?
So, these are some of the issues I'm not really sure about:
-Politics and war: I can copy a map of the Heptarchy in England to get an idea of realistic borders, but I'm not really sure how war would work. How much raiding do neighboring kingdoms do do each other? How much raiding do whatever oceangoing powers do to everyone? How much conflict occurs between minor vassals and what does it even look like? Etc.
-Monsters: I'm happy to treat some 'monsters' as animals that don't exist in real life, but I do also want the option for more magical creatures (dragons etc.). I'm not really sure how common I should make monsters, and how to adjust society to accommodate.
-Magic: I have a fairly good idea of how I want magic to work already, but there are some associated problems. Specifically, I'm keen on a vaguely Lovecraftian sort of magic with less rugoseness and tentacles. A wizard digs through ancient ruins looking for whatever cryptic bits of magic they can find. Magic itself is essentially the programing language of the Great Old Ones though that analogy would be lost on a character in the setting. I'm leaning towards less flashy magic, but wizard-duels are pretty cool too, which draws me somewhat in the other direction. Also, wizards tend to be solitary individuals who refuse to share their information, hoarding ancient tomes and ciphered notebooks. So, some questions here: whose ruins are they in the first place? What impact do these ruins and such actually have? What's the social impact of a wizard anyway?
-Cosmology: I want to incorporate a surreal and somewhat unsettling spirit world into this game. This will account for things like 'demons' and will give the PCs an opportunity to travel in an alien world. Past that I'm not really sure of how to handle this idea; how the spirit world really is, and how (and why) PCs would interact with it.
-Finally, adventures: I don't want PCs to be wandering thugs or mercenaries; they should be doing something more heroic than that, but I'm not sure what. This setting is unfriendly to high politics; there's no centralized power, and everyone is a long way away from each other. It's also unfriendly to saving the world from evil overlord kinds of plots; no individual that powerful exists. So how do I give the PCs a meaningful goal. Also, in a realistic world in which 'adventurers' aren't a social convention, what are some good ways to justify the party working together. Moreover, why don't they bring other people and resources with them (they're rather likely to be knights or minor nobles. Few others would have the skills with weapons)? That is, why is whatever the party doing (mostly) unique to them?




