Terran's Ponderous Campaign
Setting and Philosophy
The most basic and concise description of this campaign setting is that of an earth analogue with a technology level combining the height of the Roman empire with the Italian Renaissance. Thus, in developed parts of the campaign world there are good roads, passable plumbing, aqueducts, etc. inspired by the Romans, as well as a certain level of scientific study, industrialized (water wheel based)production and specialization (especially with that of arms and armor), established communication systems, foot-powered cranes, exploration, and so on, inspired by the High Renaissance era. Naturally there is a smattering of influences from other cultures, eras, settings and the like. Thus far, there is no gun technology. This is a rare, (though not necessarily low) magic setting.
Trade is an important feature of the setting, though there is by no means any attempt to accurately simulate a real economy. Rather, it’s meant to give a fairly realistic flavour to and effect on the campaign world. In fact, some of the events of the campaign are tied to economics.
The earth analogue setting was a deliberate choice as it was very important to the DM for the players to have an instinctive feel for their world. The DM wanted the players to, say, come up with a solution to a problem, or choose a route to travel as well as they could in the real world. That is to say; in the real world, even if they haven’t been “everywhere”, they have certainly heard of most places and are aware of the means by which to make educated decisions. They know, almost instinctively that “a large river will likely have trade along it” and “to the east of ‘here’ are broad deserts, and then treacherous mountains”. Whereas, in a fantasy setting, it’s all to easy to not know (without asking first, or the DM “leading” the players) about the “gnome designed elevator”, and, instead try to, say, climb an otherwise easily ascended tower.
This grew out of the original idea (mostly whimsical) for the very first town, The City of Riverhills to be based nearly 1:1 on the real town several of the players grew up in. From there, as the map(s) expanded, the “world” diverged more and more from a direct analogue. Though, clearly Republic of Kalifaa is a version of California, and Argento is a version of Nevada, the rest of the world only bears mild resemblance to the real Eurasian continent. Various nations and geographies instead hold certain “roles” from the real world, but aren’t meant to “be” this or that nation. For instance, Greece was for quite some time a politically fractured region, and their problems affected their neighbors. For that “role” I have created the “Mycaean States”, though that’s about the only resemblance. Geographically, they most closely resemble Italy rather than Greece.