 Fantasy
Setting Proposal - 1. Core Ethos Sentence.
- The world
of Cairvonn is defined by its relationship to the Plane of Faerie and its inhabitants,
for both good and ill.
- 2. Who are the heroes?
- The heroes of
Cairvonn are many and varied. There is Alain, a young shepherd who disappeared
into a fey mound a century ago then returned in armor on a faerie steed, driven
to hunt evil sidhe wherever he might find them. Then there's Cathryn O'Lainge,
who bore a selkie's son and left her parents to fight beside her faerie husband
in an unknown war. There's the mysterious woodsman known as Wayfinder, who is
said to be at least half fey, and who has rescued more than one witless traveler
from the snares of the Red Sidhe. And there's Baenirrha, the sword-witch of the
north who fought in the Dwarf Wars and staved off a giant single-handedly.
Often
grim and determined, almost always touched in some way by the Faerie world, the
heroes of Cairvonn are implacable enemies of evil. Their origins may be humble,
but their experiences and deeds lift them far above the realm of the ordinary. -
3. What do they do?
- The examples of Alain, Cathryn, Wayfinder, and Baenirrha
show heroes in actiondefending their homes, their people, and helpless strangers
from the evil forces that seek to destroy Cairvonn. They dine with sidhe princes
and carry the banner of mortal kings. They carry swords to battle against the
northern barbarian hordes and work their spells at standing stones. They fight
the Red Sidhe, destroy the Bane Wraith's undead servants, and drive off giants
and gnolls.
- 4. Threats, Conflicts, Villains
- Cairvonn is besieged
by many foes, hence its need for many heroes. The Bane Wraith, an undead sidhe
of fearsome power, holds nothing but hatred for mortals, despises those sidhe
who consort with mortals, and leads a fell horde of fey wraiths and barrow-wights
to bring doom to her enemies. The Red Sidhe are a knightly order of evil fey who
share the Bane Wraith's hatred of mortal life, and often fight alongside her undead
minions. Other evil fey, owing no allegiance to the Bane Wraith or the Red Sidhe,
are no less dangerous to unwary mortals.
In the mortal realm, savage barbarianshumans,
dwarves, goblinoids, gnolls, and giantsraid northern villages every winter.
Wizards driven to corruption by their lust for magic can topple kingdoms and waste
the earth. - 5. Nature of magic
- Faerie is magical by its nature,
and its influence extends throughout the world of Cairvonn. Mist-shrouded islands
hold magical secrets, standing stones and burial mounds mark locations of power,
and twilight thins the borders between worlds. Magic in Cairvonn is derived from
Faerie and is thus diminished with increasing distance from its source. Fey wizards
and sorcerers are mighty enough to compare to their standard high-fantasy counterparts,
but no mere mortal can hope to attain such power. Mortal clerics are similarly
hindered.
- 6. What's new? What's different?
- The Faerie realm,
the Seelie and Unseelie Courts, have always been like extra appendages in D&D-related
fantasy, despite their prominent place in fantasy literature and folklore. Cairvonn
constructs the world around them, rather than attempting to graft them into a
different cosmology and setting. In the process, some of the fundamental assumptions
of high fantasy, particularly the role of magic, are turned on their head, but
not eliminated.
Cairvonn ©2002 James Wilson Wyatt |