What is it? A TL-1, low-fantasy setting, leveraging some of Traveller5's mechanics.
Where is it? The action takes place around the Midlands, land surrounding a network of large inland seas. Climates range from arid to semi-arid to semi-tropical. Islands, peninsulas, and stretches of mainland divide the waters into seas connected by rocky straits.
Who's there? The ruins of past empires are buried everywhere. Civilizations are relatively short-lived, surviving at the whim of climate and shifting alliances, and die fast due to corrupt leaders. Pirates and barbarian gangs capture, extort, and murder on an as-needed basis; they typically can't stand up to navies and true soldiers, who have a technological advantage.
How advanced is the technology? Bronze and Iron-age technology can be quite clever. Heliograph allows long-distance communication between high elevations. The abacus is as good as any four-function calculator. Astronomy can predict eclipses and yield precise calendars. Agriculture can boost yields through hybrids. Animals can move heavy loads. Canals can irrigate deserts and transport small boats or rafts. Scrolls and codices are expensive, but "paper", ink, and quills or reeds are available. Law can sometimes be as advanced as in modern times. Medicine is usually barbaric. Bows are usually unreliable, as are "rockets". Ballista and seige engines exist. The lateen sail exists here.
There is no printing press, and no firearms. An attempt to comparatively date the setting might land us somewhere around AD 1000 in some pockets, or stretch back to 3000 BC in others.
What professions are there? Nobility rules the cities. Some cities might pay top prices for scholars and sailors; a few agents represent wealth and power for others; caravans might appreciate a good merchant; entertainers might be able to scratch out a living on the street. However, mercenaries from any armed force are in demand everywhere. Slaves and peasants are commonplace: about half of all slaves are runaways. Pirates and brigands can make room for a skilled individual who can prove himself.
And anyone could be a sorcerer or an alchemist.
Low Fantasy? This means there is some fantasy mixed in, but not to the level of Tolkien for example. Magic here is focused primarily on potion-making, which has elements of Traveller medicine and psionics. Alchemy is the ability to brew potions. Sorcery is the ability to combine potions, dilute them, and add conditions on them. There are airborne and seaborne riding beasts. Mythological races (including dwarves and elves) are available. Some fantastical features are available to animals.
The Rules. The three-page rules (corresponding to Book 1, Book 2, and Book 3) are attached.
Where is it? The action takes place around the Midlands, land surrounding a network of large inland seas. Climates range from arid to semi-arid to semi-tropical. Islands, peninsulas, and stretches of mainland divide the waters into seas connected by rocky straits.
Who's there? The ruins of past empires are buried everywhere. Civilizations are relatively short-lived, surviving at the whim of climate and shifting alliances, and die fast due to corrupt leaders. Pirates and barbarian gangs capture, extort, and murder on an as-needed basis; they typically can't stand up to navies and true soldiers, who have a technological advantage.
How advanced is the technology? Bronze and Iron-age technology can be quite clever. Heliograph allows long-distance communication between high elevations. The abacus is as good as any four-function calculator. Astronomy can predict eclipses and yield precise calendars. Agriculture can boost yields through hybrids. Animals can move heavy loads. Canals can irrigate deserts and transport small boats or rafts. Scrolls and codices are expensive, but "paper", ink, and quills or reeds are available. Law can sometimes be as advanced as in modern times. Medicine is usually barbaric. Bows are usually unreliable, as are "rockets". Ballista and seige engines exist. The lateen sail exists here.
There is no printing press, and no firearms. An attempt to comparatively date the setting might land us somewhere around AD 1000 in some pockets, or stretch back to 3000 BC in others.
What professions are there? Nobility rules the cities. Some cities might pay top prices for scholars and sailors; a few agents represent wealth and power for others; caravans might appreciate a good merchant; entertainers might be able to scratch out a living on the street. However, mercenaries from any armed force are in demand everywhere. Slaves and peasants are commonplace: about half of all slaves are runaways. Pirates and brigands can make room for a skilled individual who can prove himself.
And anyone could be a sorcerer or an alchemist.
Low Fantasy? This means there is some fantasy mixed in, but not to the level of Tolkien for example. Magic here is focused primarily on potion-making, which has elements of Traveller medicine and psionics. Alchemy is the ability to brew potions. Sorcery is the ability to combine potions, dilute them, and add conditions on them. There are airborne and seaborne riding beasts. Mythological races (including dwarves and elves) are available. Some fantastical features are available to animals.
The Rules. The three-page rules (corresponding to Book 1, Book 2, and Book 3) are attached.
Attachments
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