Right now the world itself is a collection of bullet points.
· The Accursed Setting world is called Morden.
· The Accursed Setting main continent (not the only continent, but the one where the core book focuses on) is called Saturnyn.
· The continent is roughly the size of Australia, and is fairly well-populated (similar to eastern Europe).
· Roughly 1% of the main setting’s population are Accursed.
· Roughly 2% of the main setting’s population are Coven-Kin. (Coven-Kin are normal humans who have sworn to serve the Witches – and it is another placeholder name)
Note: Morden and Saturnyn are placeholder names – they’re perfectly serviceable, but I’m open to new ideas. Nothing of the above is necessarily set in stone.
Saturnyn consists of seven different main regions/nations:
“Transylvania”
“Egypt”
“Carpathia/Russia”
“Judea/Israel”
“Scotland”
“Spain”
“Border Princes” (Essentially “White Space” for players and GMs to create their own stuff going on)
There is a group of Accursed attempting to form their own nation, their own society – this is happening near the Border Princes area (maybe formerly a Border Princes area).
Note: All of the above are placeholder names. The number of regions/realms is not set in stone.
Two other main geographical features are:
The Mountains
This is a natural border between Saturnyn and the Witch kingdoms beyond – basically, on the other side of the mountains lies Mordor.
The Sea
This is a massive ocean that encompasses the coast of at least four of the regions (including the border princes) and contains hundreds of islands, many of them unexplored. A lot of white space can be found out to Sea, although we need to detail at least three or four major islands just so the PCs have reasons to go to sea and do things out there.
The Sea is also a pirate haven – lots of pirates prowling the waters there.
It is known that there are lands beyond the sea, but they are largely unknown – excuses for traders to ship spices and silks across the Sea to be prey for pirates.
Note: The above (obviously!) are placeholder names.
Culture
The regions share a common language; Saturnian (placeholder name)
The regions share a common political style: primarily feudal, although I’d like to have at least one or two “black sheep” with some other form of government in place.
The regions share a common religion: the Enochians, who worship a divine Creator. This religion is being heavily persecuted by the Witches in favor of worship of themselves as goddesses. A third religion worshipping the deceased heroes of the kingdoms of light has begun to spread.
The kingdoms do not all get along; there should be at least two conflicts (maybe one major, one minor) between them from the years before the Witches invasion.
At least two of the regions should have an alliance.
Currently, the regions are all at peace with each other, enforced by the conquerors (the Witches).
Note: Nothing of the above is set in stone. I’m fond of the way that religion is set up, but I’m not married to it.
Witchcraft
The only known magic of the setting is Witchcraft. Witchcraft’s spells are known as “charms,” (Spells) “crafts,” (schools of magic) and “hexes” (ritual spells).
Note: All of the above are placeholders.
What is Witchcraft capable of? Right now, that’s not clear.
The Unexplained
There are certain unexplained phenomena in the Accursed Setting – they aren’t witchcraft, but are nevertheless supernatural. For example, there is a legend of a holy sword (The Spatha Sancta) that lies somewhere in the mountains. Miracles of faith have been recorded by the Enochians, and there are certain relics from the dead heroes of the kingdoms of light that also have unusual powers.
Races
Humans are the only known “race” in the Accursed setting. There are other types of sentient creatures (the Witches are not human, nor are their Banes, and of course the Accursed). The Fey (faerie-like creatures) exist, hidden in many secret places in the world – they are generally considered legends amongst Saturnyn, but the Witches and the Accursed are aware of their presence. The Fey attempt to keep themselves separate from the problems of Saturnyn.
(I think we could add another region that is a Fey nation of some kind – IF we consider it worthwhile to do so. I think it is a neat idea but it is not part of the core experience of the setting).
Of course, they dance the Mamushka!
So this is my first post here and only a couple of y'all even know me but here goes.1) Witchcraft is composed of glamors, to use one requires a portion of your essense/life force and the correct formula. Something minor like a fireball you can recover from or just suck up. However you could also do something really awful and it may be a permanent thing. Such as cursing someone with a permanent condition. IE: I send out my glamor and your appearance changes every thirty seconds from now on but I can barely scrape up a parlor trick because most of my life force is used up. I like the idea of it only being limited by your imagination and willingness to sacrifice some part of yourself. Once your life force is zero, well, bad times abound.2) I really like the WWolf clan cossacks. Sort of calvary without horses.3) The Sea - Tortuga, The Headhunters, Fiji, Samoan, Cannibal Pygmies all that is super fun to use and I say do it all. Maybe there's an archpelego on the southern end of the continent. I also had a couple things to add here, what about an island of Fey? Populated by Pan's labryinth type faerie creatures. Like the Isle of Man in England. Cold, rocky shores and strange primeval forests where odd things are always happening. We could call it the Eerie Ilses! You could even make it a "Lost"-eske type island although if there's time travel my head might explode. I will say I am still a fan of the smoke monster.I also like the dim hope of another land across the sea that the witches can't reach since witches have an aversion to the sea (see Wizard of Oz). Except of course the sea witch and there will invariably be one... A place unspoiled by their evil, a place that maybe some of the neutral/opposition political factions are looking for. Basically, wow living under the witches really sucks, what about that Atlantis place? I kinda like the idea of far off outside allies as well.4) Culture - I really like the Egypt ideas flying around. Also, I think that a Vampire Merchant/Corporate Council is pretty sweet, transcending borders with money. I think that your Israel/Judea should be one of the last strongholds of the Lords of Man. The witches were never able to completely conquer them due to harsh enviroment (desert) but were certainly able to contain them. I think it should be a religious theocracy lead by a council of Imams/Rabbis sort of like Iran where there's a secular government but it answers to the spiritual government. Maybe they have a lot of "white witches"? Or maybe the desert is an area of wild magical phenomena that particularly messes with the witches and they're creations. Or maybe it's the power of their faith that keeps the witches away. They would need some sort of Mussad to take out regular people spies. They may not be "conquered" but they are under siege. Perhaps just a single city like Mecca or something.
Hello
You could work in a little bit of Tolkien environmentalism. Maybe there was a giant "enchanted/haunted" forest that kept the baddies at bay. After overharvesting, unchecked developement the forest just couldn't keep them away any longer?
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I like the idea that the setting has a number of conflicting theories about this, and no one is sure which one is right. J
One cool theory could be that a hero of the Outlands slew a sleeping dragon, and that turned out to be the one thing keeping the Witches away…
Obviously the Enochians have their own theory (SIN!) and the Manreians another (the Witches were frightened of us until they united) and so forth.
From: accursed-wo...@googlegroups.com [mailto:accursed-wo...@googlegroups.com] On Behalf Of John Dunn
Sent: Thursday, June 13, 2013 4:30 AM
To: accursed-wo...@googlegroups.com
Subject: Re: Accursed Worldbuilding Part 2: The World
I was just thinking about the Darkwall today. My notion was that there might have been some sort of barrier there which kept the witches out throughout most of Morden's history. It was only when the barrier was sundered (most likely inadvertently, probably by citizens of the Outlands) that the Witches became aware of the potential prey beyond it.
-John