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Roleplaying Resources > Aquela
> Fantasy Setting Search Proposal 1.
Core Ethos Sentence. - Aquela is a world of swashbuckling fantasy, where
heroes use swords and magic to perform deeds that earn them fame and notoriety.
- 2. Who are the heroes?
- Jekenna Windreaper is unquestionably
the most famous sailor on the Sea of Duqan at present, arguably the most renowned
of all time. She's as handy with a spell as she is with a cutlass, and swings
from the ropes like she was born in a crow's nest. Adventurers on Aquela are sophisticated
adventurers, as comfortable in city settings and seagoing ships as they are in
dismal swamps and dark dungeons.
- 3. What do they do?
- Jekenna
has outrun the ships of the Imperial Navy more times than anyone can count. She
braved the Black Mire of Dorgan, where the moss hangs so thick on the trees that
the light of day never shines on the ink-black water. There she discovered an
ancient tower built by giants, filled with more gold than the High King has in
his treasury and more wondrous items of magic than all the libraries of the Empire
could hold or describe. She killed Thorkian the Marked, the most fearsome pirate
of the archipelago, who used to bite open the throats of his victims and lap up
their blood. Some say she bested him in a fair fight, others say she stabbed him
in the back, still others say she killed him in bed with a dagger she hid in her
hair. Heroes do things that people talk about: deeds everyone agrees are heroic,
and other deeds that must be seen in the proper perspective. A character's reputation
can be more important than her level or any other statistic.
- 4. Threats,
Conflicts, Villains
- Pirates who take the word bloodthirsty
to new levels of meaning, like Thorkian the Marked who met his end on Jekenna's
blade, are a threat to every crew sailing the Sea of Duqan. Corrupt wizards in
the bloated bureaucracy of the Empire abuse their power in the cities. Scheming
morkoths and krakens plot in the depths, sahuagin raiders storm the coasts, and
behemoth dragon turtles capsize ships at sea. Ancient liches seek evil artifacts
in the hoards of primordial dragons.
- 5. Nature of magic
- Magic
is extremely widespread, though each major race has its own approach to it. Humans
have a well-established arcane tradition, and wizards rule their crumbling Empire.
Dwarves are the masters of psionic power. Half-humansincluding half-elves,
half-dwarves, and half-merfolkwield the untamed power of sorcerers. The
connection to nature shared by elves and sea-dwellers helps preserve their druidic
tradition. All the races have clerics.
- 6. What's new? What's different?
- The introduction, not just of Renaissance-era technology but of parallel
social and cultural ideasthe rise of independent merchant-states in the
face of crumbling empire, for examplewhile maintaining the sword-and-sorcery
flavor of Wizards' high fantasy settings is a new approach for the D&D brand.
The standard D&D races have both physical and cultural tweaks from the D&D
norm, and several new races are introduced (half-merfolk liminals, selkies, the
crablike yurians). The seamless integration of psionics into a classic fantasy
setting is also unusual.
Aquela ©1986, 2002 James Wilson
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