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Realms of Ashkardia

Genre

Fantasy

Theme

Human cultures, roughly from the time around 1000 AD were summoned into a fantastic world where they started to colonize the new world, bringing their traditional cultures and customs with them and establishing the Realms of Ashkardia in a strange and exotic world. The humans were not the only creatures summoned to Ashkardia, nor did they completely replace the original inhabitants who form the base of mundane legends about fey, giants or dragons. The game combines historical real world cultures, religions  and ideas from the real world middle ages with fantasy elements. The emphasis is sharply put on historical accuracy and verisimilitude. Typical elements would be the conflict of colonization, a strong verisimilitude to recreate a medieval atmosphere and thus combining exotic elements and well-known customs. 

Background

The Chronicles of Saint Ethain 

(history of the setting; This background information is slightly coloured and was supposed to be a ingame source, like an excerpt of a chronic or something similar. I tried to write it that way, but I fear my language skills have failed me in more than one instance. I’m not entirely content with the text, but I’m not in the moot to rework it. Again.) 

Ashkardia was always known to men; they dreamt of it, their legends where formed there. It is open to speculation if the legends were formed by the Ashkardians based upon a contact of both worlds in the dawn of man, or if the legends of men and their common subconsciousness formed Ashkardia to the lands of mysticism and magic it has become.

Ashkardia was called Asgard, Olymp, Tir Nan Ogg or Elysium by the humans, they called the Otherland, the Eternal Hunting Grounds, sometimes Paradise and often Hell. It was the cradle of dragons, the lair of the Echidna, the place the people thought off when they scribbled “there be monsters” on their maps.

The Time of Travels
Arcadia was always near to what we call “Terra” or Earth. In the old times, magic was strong enough on both sides of the gap between the different layers of reality to allow travels between the worlds. Ashkardians came to Earth and left legends of fairies and trolls, of gods, dragons and monsters. Heroes of human origin “descended into the Underworld” and sometimes came back to tell the story. Ashkardian travellers where the origin of many human legends and myths. It was a glorious time, a time of adventure and exploration, when the worlds where still young and optimistic. Back then, there were monsters, and heroes, ad what was supposed gods came to earth and brought miracles and wonders with them, as beautiful as they were terrible. What later historians and archaeologists described as myths and legends were nothing but the reports of the wondrous meetings between men and beings from an other facet of reality. 

The oldest of the Ashkardians – apart from those who called themselves gods, and travelled the lands to satisfy their endless hunger – were the Elder Races, those who were as old as the gods themselves and savvy in the ways of warfare and magic. The Elder Races were the dragons, bound to the elements and terrifying in every aspect, the Trolls, the Rockborn, who had the strength and patience of mountains, and the Elves, called Sidhe in their own tongue, nimble and fair and with an unmatched insight in the hidden truths of magic.
There were other people as well – galloping Kentaurs and sylvan Satys, the winged Hawkpeople and the playful Selkies on the beaches. 

The Shattered Bridges
As the time went by, the humans eventually found a new source of power: iron. Iron broke the magic of Ashkardia and it burned the flesh of the world travellers. Iron the most profane of all metals was poison for those who needed magic as much as oxygen to survive. Magic withered on Terra and the gates between the different world closed. Ashkardians found it harder and harder to cross the gap, and the humans lost their aptitude for magic even faster. And suddenly, their magic gave little protection against the black iron and crossing the gap of the world became a perilous adventure at best. Around the time that mighty Ilion was sacked the first time, the gates closed, seemingly for ever. And the visitors of a stranger world didn’t come anymore. Humanity was alone, and prospered, declined, and prospered again through the changes of centuries. 

The Godswar
Suddenly, those who were used to travel the worlds where captured in there own reality. The Ashkardians weren’t used anymore to have such burdens on their freedom, and conflicts between the different people grew. The gods, oldest and most powerful of the Ashkardians claimed their superiority over all others, and those who refused, where attacked. War became first a threat, than a normality throughout Ashkardia. The gods subjugated those who refused to worship them, or exterminated them. Millions cried. Millions died. 

In the end, the three eldest people united to defend themselves against the wrath of the gods. These three were the Dragons, old and wise, the tall Trolls of the World Spine mountains, vigorous and brave, and the Sidhe from the golden Garden Palaces, cunning and apt in the way of magic. An alliance was forged between the three Elder Races and they fought back, hunting the rampaging gods. And killing them. One by one the, the gods were slain by dragon poison, troll kryst axes and elven witchwood arrows. There were those who tried to protect the gods, but they, too, couldn’t resist the united force of trolls, dragons and sidhe. 

After a century of war and carnage, Makutha the Bear, oldest and most powerful of the gods, was killed by trolls and elves – the dragons had retreated, after taking the heaviest losses of the godslayers. With his last breath, Makutha cursed his murderers and their blood with immortality. The godslayers laughed at the curse, took it as a blessing and feasted over their triumph.

And after the last god’s death, their alliance broke. The dragons flew away, and hunted down the remaining dwarves, the only Ashkadian species that stood always loyal to the gods; and the dwarves suffered heavily for their loyalty. The armies of trolls and elves did not part in friendship, but in scorn and distrust; the oldest of the races were always rivals, and only the mutual struggle bound them together. But the Trolls were annoyed by the scrupulous tactics of the Sidhe and the Elves were disgusted by the Troll’s blood rituals and scarification.

The Time of Fire
The triumph of the Godswar faded, and what seemed as a glorious battle for freedom while it lasted, was soon recognized to be genocide. The victors were ashamed of their actions. And the curse of immortality took its price; overpopulation, spite and increasing profanity overcame the trolls in their mountain halls as well as the elves in their garden palaces. The Ashkardians were isolated in a world which soon grew to be to small for them. Old rivalry grew into struggles about land, struggles into skirmishes, and skirmishes into war. Only two centuries after the last god was slain, his murderers turned on each other.

Troll warriors and Sidhe archers met on the battlefield more and more often. In the beginning, these ‘wars’ were highly ceremonial duels between single champions or small bands of warriors, but the conflict escalated, and even though the Elder Races couldn’t die from age, they still could die from a blade.

The escalating war was also important to ease the population pressure in societies, where illness were rare and noone died from age. In thousand battles, trolls and elves clashed together. Uncountable heroic deeds were fulfilled, praised by the bards and soon forgotten. In thousand battles, troll bearers of the Witch Warrior Rune and Sidhe Spellswords spilled the blood. And with every dead who was denied the immortality, the hate on both sides grew.

The warriors of both sides were equal in their martial power and their deep knowledge of magic. The endurance and sheer physical power of the trolls were matched by the agility and quickness of the Sidhe. No side was predominant, and no side was ever able to get a significant advantage. This all changed when two persons came to power who were exceptional even for the standards of the Elder Races. Aggdegg the Prophet, the Farseer, Elfdoom – he earned many names. Aggdegg, was born with an unique Gift: He could see in the future, and he erred rarely. His augury gave him knowledge about the things to happen, and this gave him an enormous tactical advantage over any enemy who faced him. Aggdegg became a great leader of his people, combining success and the enormous force of personality only a True King has. He lead the Witch Warriors under his command from one victory to the next, avoiding the traps of the Elves, finding their weakest points with ease and shattered the Sidhe forces that opposed him. For the first time in an age old war, the balance began to shift. The war has long lost its meaning, and no side can remember what started it, but Aggdegg was sure that he was the one that was destined to end it.

After a decade under the leadership of Aggdegg, the Trolls ad broke the elvish armies. No mercenary was wiling to waste his life against the seemingly unstoppable Troll army, and the noble born elves declined in decadence awaiting their end. After a dozen years, Aggdeggs troops lay flame on one of the oldest Garden Palaces, and the Elvish core lands were in immediate danger.

The elves seemed willing to let it happen. Their ageless life and the futile resistance drank them in apathy. All of them, as it seems, but one.

Vilanai of the waters was a reputed Sidhe wizard, old and very crafty both in the light and dark sides of magic. For centuries, she delved I the secrets of life, in the arts of vivisection, anatomy and transmogrification. She was no fighter, and was never involved in the war of her people, but she was old enough to remember the Godswar. It is said that all her forty two sons and daughters were killed by the Trolls during the sack of the tree fortress of Yòl and that she grew spiteful and insane after she heard of their descendants. She disappeared from the eyes of the world, and soon from its memories. 

Around the time, the Troll warriors and their auxiliaries and mercenaries closed in on the core lands, Vilanai returned – with an army. She had brought the Ritual of Chimera to perfection, and created from captured trolls and Shidhe “voluntaries” a new species of hybrids, a servitor race of great power and fury. Within merely two years, a legion of the servitors clawed their way out of the artificial wombs of Vilanais Breeding Trees and collected in troops of artificially aged warriors. Vilanais children. Orks. The new breed of servitor warriors came over the surprised Trolls – and killed them. Armed with weapons made from iron and protected against magic, they attacked the trolls like mastiffs attack bears. Aggdegg himself, astonished by the failure of his oracle died under an iron blade. 

The bloody and cruel the constant state of war between Trolls and Elves ever was, no side ever used iron weaponry. It was the greatest atrocity a honourable warrior could think of. And yet, there it was – packs of Ork warriors, armed with iron blades, eager to kill, driven forward by the powerful enchantments of their creator.

No one knows how Vilanai’s ritual worked. But it tipped the scales in the war.

Without Aggdegg and his prophetic visions, the troll armies were left in decay. Without a leader, Aggdegg’s generals had a hard time to cooperate. Apart from the war against the advancing Elves and their Ork shock troopers, an internal power struggle weakened the Trolls.

The next years of the war gave the Time of Fire its name. Aggdegg’s successes where repaid most cruelly. For every Elf who died under the axes and spells of the Witch Warriors, a family was wiped out. This wasn’t a honourable war of noble fighters anymore; it was genocide, and the Elves were out for extinction. Aggdegg was able to treat his enemies with honourable arrogance in the knowledge that they couldn’t compete with his strengths, but the Elves were infuriated and out for extermination. The vast army of orcs left no survivors behind. The settlements were burned, their inhabitants raped and killed and the land was scorched and salted. The rugged and tired remains of once proud troll clans fled back to their homelands in the Spine of the World. 

Even the mountainous ranges of the mountains and the dirt white glaciers of the Spine, the Ork armies pushed on, even though hundreds of them were killed in ambushes and rockslides. But for every Ork that felt, a new one seemed to rise from the artificial wombs. The noose of advancing Orks grew tighter and tighter around the last refugium of the Trolls: The Mil’ Warat, the holy mountain of the whole species, the very rock from where in the oldest of times the ancestors of all Trolls came into existence. There the remnants of the noblest of Elder Races gathered for a last glorious battle before descending into darkness. Sullen determination was written in the defender’s faces, but the Council of Elders, those Trolls who once signed the pack which was the beginning of the end of the Godswar, came together for a last time, and came to a desperate decision.

The Arrival of Mankind and Goblinkin
For millennia, the pathsbetween the worlds had been twisted and unused. But the oldest trolls tossed the closed gates opened, sacrificing themselves to the greatest summoning ever to happen in any facet of reality. A storm of magic crossed the gap between the worlds and called those who had long mastered the secrets of iron and forgotten the secrets of magic; the lords of steel and fire, the iron apes. Us. Us who were never supposed to enter this realm. 

The largest group of men arrived in Ashkardia were the glorious founders of our Holy Order – together with the Saracen warriors they ware eager to kill. It is said that both armies, clad in steel and ready to attack manifested among the approaching Orks and Elves. Ur ancestors were glorious men, and when surrounded by strange shapes of demonic appearance, old enmity was forgotten. The Saracens my be heathen and heretics, but they are still formed after the image of god, and they are still born with a soul – and the knights and the camel riders attacked. The Orc warrior slaves and their Sidhe masters were completely taken by surprise and were not able to react as the humans spread death around them swinging deadly steel. The Sidhe’s troops were scattered and the valley beyond the Mil’ Warat was covered in blood.

The Troll scholars’ sacrifice had called them, but somehow, the summoned humans did not disappear after the spell ended; they had come to stay. The armies of the Christian Kingdom of Jerusalem and the Saracen warriors were by far not the only humans who arrived in their new world. Humans from different continent and even different times arrived, summoned by the very force of magic. Like in a cyclone, the humans were blown away and landed in a land far away from the world they lived in. Our ancestors were victorious, but confused. Under strange stars and at the foot of a majestic mountain, they felt left alone. The short-termed alliance of Cross and Crescent Moon ended as fast as it began and both armies parted peacefully.

The Trolls were not able to control the summoning, men and other creatures came like locusts over the war-weakened land of Ashkardia. From the depths of a meagre wasteland, the goblinoid people arrived – not as numerous as the humans, but fascinated by the lush and fertile lands that suddenly were all around them. From a true Amoebus Loci, the Golden Ones arrived and cried as they were ripped from Paradise. It seems that people from every facet of reality was drawn to Ashkardia, but none were as numerous as the humans and the tribes of the Goblinoids.

The history of Gondaran
Gondaran is a strange place to us Northerners. While the Goblinoids and Humans devastated the northern continent Ashkardia, the southern lands were invaded by something stranger. There are humans as well, but they are only slaves of different masters. In the jungles, the hidden towns of the lizards kingdoms rule and worship the dragons. 
On the coast, the Vivisectionists live and rule over their slave armies. It is not known what those vivisectionists really are, but their magical powers are even stronger than those of the Elder Races, and there are only a few them, hiding in high towers and ruling through their priest caste over the northern coast of Gondaran. The population of these towns are only slaves and are forced to worship their rulers as if they were gods, and the city states are in a constant of war, where the rulers send ever new magical creatures created in the transmogrifying chambers of their towers and striving through the sunburnt land.

The conquest
The least newcomers were as martial as the Saracens and Crusaders; most of them were simple people, peasants and craftsmen, simple women and uneducated men – the salt of the land. Stranded in a strange world, surrounded by even stranger beings which controlled magical powers long forgotten on Terra, they panicked and leashed out. Mankind grew together and overcame the native Ashkardians. In those days, the newcomers still had iron tools and iron weapons and the first years were a series of easy victories over surprised Ashkardians. It is the irony of our blood: The only time that mankind was ever united was to bring doom and violence over people we did not understand. Our bloodlust still embarrasses your humble chronist. Our ancestors forced the Ashkardians in the wastelands and claimed the fertile soils for themselves. Those who dared to resist were wiped out. The only rivals were the goblinoid tribes in the East; everyone else was no match for the black swords of iron.
It needed seventy years until the thirst for blood was stilled.
After this time of blood and murder, new empires were found. In the north, the descendants of the proud knights of Jerusalem created the Ordensland, ruled by the grand abbots of the faith militant. Nominally, the knights of the faith militant are vassals of the king of Gildfurt, but they are vastly independent.
The king in Gildfurt and his vassals are the dominating force in the centre of west Ashkardia. The ruling family claims to that the powerful Carolingians were there ancestors and it is true that they have the charisma of kings. Their land is fertile, but the nobles under the crown are unruly and do not bend their necks easily. 

In the West, near the still impressive Palace Gardens of the Sidhe, the Caliph claimed his throne, and founded the Caliphat. The Caliph and his followers were the first of the human rulers who hold in the bloodshed and accepted Ashkardians and Goblinkin among them when those accepted to convert to their heathen faith; now, people from all races live among the rule of the caliph.

The descendants of Cathay and stranger coasts live on the south western coast. I do not speak their language, but it is said they call their land the Cradle of the Sun and that it is ruled by powerful clans who are steadily warring each others but united against al foreigners. 
In the wastes on the other side of the Spine, there are vast kingdoms as well, but the contacts are rarer. The goblin sailors report of a harsh steppe where the Horse people live; and it is said that they travel around on their small horses following their large herds of livestock.
In the east, the pyratae danii and the Saxons settled; they intermarried and grew into one people, but they have more kings than it is beneficial for any country; their lands are called the Heptarchiat, for there are seven kingdoms under one crown. It is known that no other nation has that many great warriors. 

In the Southeast, bordering to the Hobgoblin lands and the Spine of the world, the Africans landed. They are a strange people, some as tall as the greatest men in Christianity, others as small as children. They have no king or master who rules them, but even the hobgoblins respect their strength.

On the southern isles, the strangest of all human kingdoms can be found: The empire of the militis aztecae, warriors who dress as animals and plunder the coastal villages.

And in the South, in the fertile lands of the five fingers of the hand rivers there are the remnants of the once most powerful of all empires – the Eagle Empire, founded by powerful hobgoblin centurions and their cohorts.

It is common knowledge that there are humans as well on the far side of the spine and beyond the Hobgoblin reaches and the Wandering Mountains, but they are strange to us and we hear little of them but rumours. The horse people are the most famous among them, who are said to be like the White Huns of older ages.

The Trolls did not only summon our ancestors - they also summoned the doom to the realm.

The walls breach
For three hundred years, there was peace – more or less. The bloodletting of the first decades had disappeared., and humans, other Newcomers and the Natives build contacts – shyly first, but more bravely later. Trade caravans travelled the lands. The others still feared our ancestors and hated them, and your humble chronist fears that will never change after all we did to them, but it was a time of peace and rebuilt. The unity of mankind broke but internal skirmishes and small border wars were the most dangerous what happened.

Than they appeared. They weren’t neither Ashkardian nor Terran; nor did anyone knew about them in their old legends. First, they were only a few, vermin in the dry plains south of the River Simber, the frontier of the Hobgoblin Eagles back then. But they seemed to prosper, and others came as well. Rumours spread about swarms of gigantic insects, of blood red mountain ranges wandering north. And then it all escalated when the rumours proofed to be true. The Klackers had arrived. 

Nobody, not even the oldest sages of the Elder Races knew who or what the Klackers are. They are strange our ands and vision, they are stranger than anything native to Terra or Ashkardia. They are like insects, but of towering height; they seem to be soulless animals but yet they move with the discipline and coordination of battlefield veterans. There are a hundred different races among them, but they all seem to be one big tribe. They are very strange – and even more dangerous. Their hides are tough as Courboule armor, their claws are razor sharp and their warriors are strong enough to kill a horse in one blow. And they travelled north, towards the realms of men. While they move, they built their fortresses out of sand and their own blood, forming the wandering mountains and turn the land into a dry and dust red waste.

The mighty armies of the hobgoblin empire rallied against the Klackers. We all knew that powerful warrior caste of the hobgoblins was unmatched, and only the bigger numbers of humans had saved us from a life as hobgoblin vassals. As the Wandering Mountains grew northwards, the Hobgoblin armies marched to intercept them. It was a shining force. A great host of warriors marching against an more or less unknown enemy.
They lost, and they lost bitterly. The hobgoblin forces were annihilated. Only small troops returned and no one really believed it – this enemy, the Klackers seemed invincible.

The Simber battle
On the Simber, the large river that was the natural frontier between the southern and northern parts of the hobgoblin empire, a vast human army gathered. Humans from all the Ashkardian kingdoms came, as well as the remaining hobgoblin forces and a broad alliance of Asahkardians fought side by side. It was the first time, that such an alliance was formed, and I am glad to report of the great bravery of this pact against the Klackers. And, with the assistance of god, we were victorious. Hundreds of noble fighters and brave knights died on the Timber riverbanks, but somehow, the advancing hordes of the Klackers were stopped. We must slain thousands of these vile beasts, but the blood price was high. We know that they will come again, and it will be hard to form an Alliance like this again. But we must, we must or we will all perish. The Wandering Mountains will only stop when there is no more land to conquer. Or we will have destroyed the last of them. 
 

(So much about history... I really want to describe the same story from a different point of view, for example a troll, but telling the same twice with only few difference might appear at bit repetitive).

 

 

The Setting Geography
Ashkardia is a rough mirror image of the real world, especially Europe, Western Asia and North Africa (called Gondaran here). There are some significant differences though: There is an existing land bridge connecting the British Islands with the continent, Gibraltar is closed (and the Mediterranean is thus a smaller inland sea); generally, the sea level is much lower, a result of the slightly lower temperature and stronger glaciation. 
On the other hand, the Iberian peninsula (modern Spain and Portugal) have been shattered, and only hundreds of islands remain here.
The other significant difference is the Spine of the World, a huge Mountain Range, roughly there were the Ural is today. The Spine is a natural border of the known world, and describes the Eastern border of the setting (as the Atlantic describes the Western one.)
The term Ashkardia is used for both the world as a whole as well as the continental equivalent of Europe.
Astronomy works pretty much the same as well, and the calendar is not very different - nor are the other planets. The rest of the starry sky is very different though. 

 

 

Antagonists & Conflict

There are few designated evil ones here. Most conflicts result between two parties with conflicting interests, but it is rare that one side is truly in the right while the other is truly wrong. One of the repeating topics is the senselessness of war and slaughter, and the inescapability of it. Thus, there are several fields of conflicts which could be used as a base for an adventure or campaign.

Humans vs. Humans. One of the most basic conflicts is the old struggle between human interests. There should be a certain Dark Ages feeling to the campaign, and thus there are such elemental motivations like greed, fear of others or just hunger, when the crop failed, and all of those can led to conflicts. Perhaps there are just feuding nobles who both strive for a strip of land, or the conflict is larger, between kingdoms or merchant guilds. Only because you have all those nifty long-eared fantasy critters, there is nothing wrong to take a page of a history book and recreate, let's say, the Reconquista with Vikings and Magyars. There is also the issue of religious conflicts, especially between the different Christian factions and sects (Gnostics and Katherer, Romans and Constantinoplians, SImonism and the poverty movement...), or between Christians and the others, mostly Muslims and Jews. This again should show how important a neutral stance in these questions is.

Humans vs. Non-Humans. While the human relations are source for enough strive, there is yet another conflict level when you add the non-humans. The others are strange (or, if you want to go with the kind of thought the typical representative of this time might add: They are not formed in god's image and thus have probably no soul). Sure, not all conflicts are bloody, and not all non-humans will be considered vile abominations, but some might be seen as such, and some might even be. This can take the form of a "noble savage" struggle between the natives and the colonists, or between the ancient civilization threatened by barbarians. 

Non-Humans vs. Humans. There is nothing wrong with switching sides here. Medieval Europe was no rose garden, and it did not produce enlightened, friendly people. And in this scenario, they were the invaders. It's obvious that the natives have a grudge against the newcomers, and this might be very well justified. S, why not have a good time treating humans like vermin, and despicable vermin at that? 

The new danger from the South, the Klackers . But this is intended as the big bads of the world, the one truly alien and aggressive things. Humans might be bad news, but with them you can at least communicate. These things? Not so much. They have an additional indicator: They act as the outside threat that could bring the different cultures and people together to face the new threat.

The Last Gods. There are still a few gods remaining, They were not land-bound as the rest of their brethren, but creatures of the sea. Their habitat protected them from the onslaught of the godslayers, but they had to watch and sense how their brothers and sisters were murdered. Now he lives on in the dark blue sea and dreams of revenge.  Another mostly bad guy party, but with a sobbing back story. 

Monsters. There are creatures native to Ashkardia which are strange and dangerous. There are creatures new to Ashkardia which are strange and dangerous. Some of these are highly dangerous, others are not that magical.

Special Features

The setting is deeply based on medieval history and culture - if these elements were taken out of the historical context and isolated in a new and exotic environment. There are a few developments that wouldn't have happened in the historical world, but which can be added for dramaturgic reasons or as a result from the isolated situation of the early human settlers and the contact with sentient, non-human beings. But, by default, the setting tries to be historical accurate.

Ashkardia (the world’s name, a clever combination of Arcadia and Asgard) is in its core a typical fantasy world like dozens of others. Everyone knows Vikings. Or Saracens. Or feudal European nobility and clergy. Or at least they think they do. This makes the whole setting easy to understand, when it comes to human cultures. There are no cultures  who are "like Ancient France, but called something different, there are only people whose ancestors might have come from Ancient France.

Ashkardia is also about creating a more gritty, plausible Fantasy world without repeating the same (enter stream of curses hear) grind of ever repeating clichés of typical fantasy settings of superhuman, beautiful elves, ugly subhuman orcs or the other typical fantasy world racism. I want a setting where questions of good and evil are always debatable and subjective and almost completely dependant from the point of view. Especially the idea that morals and behaviour are dependant from the race of someone is disgusting to me and should be avoided at all costs.

Ashkardia should also be a setting where magic is not exclusive from rationality. Magic does not replaces any laws of nature, it complements them. Water still consists of two hydrogen and one oxygen atom per molecule, and the good old laws of thermodynamics are in full use.  And yet there is magic.  Magic is  no omnipotent solution to all problems, but  it is powerful tool in the right hands, It is still highly ceremonial and ritualized, and usually affords very long time to do anything with it;  usually magical rituals do not create a spell effect directly but enchant an item or person who then carries the magical effect until it is discharged. Iron is naturally anti-magic and can protect its wielder against magic, ban enchantments and the like and is thus a highly praised possession.

Humans are notoriously bad at magic, and only very few are ever born with a strong gift for it; these few are almost always women, who then have a chance to circumvent the usual gender-based discrimation of their cultures. 

Magic is strongly focused on spiritual aspects, and spiritual beings play a siginficant role for the people in Ashkardia; essentially, the world is animistic and the self-proclaimed gods were in truth just very powerful spirits. 

There are also plenty of non-humans, both of original Ashkardian origin (Sidhe, trolls, dragons, satyrs, dwarves...) who often resemble humanoid / animal crossbreeds - some of these creatures might be the result of ancient transmogrification magic and other outlandish origin, who are just as strange in Ahskardia as the humans are (but not as numerous or as influential). 

And, as a last point, Ashkardia is a world without the intervention of any gods. It just does not feel right, to give God/Allah/JHVH or any other real object of faith something as profane as a portfolio or domains. God, Zeus, Mithras, Odin or Tezcatlipoca are as present and real (or as unpresent and unreal, if you prefer that interpretation) in Ashkardia as they are in the real world – perhaps there are miracles and wonders, but not in a game mechanical sense (no one hinders a player to call a ridiculous streak of luck as a miracle).

 

The  technology  is pretty much what you expect from 10th to 11th century Europe, even though there have  been some developments and discoveries in the past, the human settlements have not stagnated. But these developments don't have to mirror the developments in the real world,  and the world  is still signifcantly medieval in its structures and technologies. The goblins might  have a more early modern touch to them, with capable high sea ships and (al)chemical discoveries like Goblin Fire (it's Greek Fire, only in green), or black powder. For most other discoveries, the comparatively rarety of iron and steel has proven to be a signifcant  drawback for technological development. 
 

Themes:
True Middle Ages
There are no artificial and often very stereotypic and dull fantasy cultures- it’s much more like the real world. There is no mystical old language of the intellectuals, there is Latin. You don’t have to explain how the society works or looks like, because it’s the known stuff. With Elves. And Orcs. And magic. But, essentially, it's the same.

Humans as monsters
I am not a friend of the often very humanocentric fantasy interpretations; perhaps I’m too misanthropic, but I don’t think we are a very likable species. Humans normally don’t need any monsters to justify almost any imaginable atrocity. And I like the idea of the other point of view – describing the humans in a less euphemistic way. But, the others should not be much better to avoid a feeling of constant moral lecture.

Sense of Wonder
Probably the most important element of a truly great fantasy game is the sense of wonder when great things happen. The fascination with the unreality of the setting, the feeling to witness something strange and exotic. To create a comfortable setting, people need something familiar to relate to - which should be thoroughly covered with the historical cultures. This creates the freedom to run amok and add some truly strange and exotic stuff as well as a contrast. I am partial to use the typical fantasy folk - elves, orcs, dwarves and the like and twist them into something less common and repetitive. With the exception of Elves, though. Elves are vile beasts. 

 

PC Role

Depending on the campaign, PCs can be explorers or negotiators between the different species, typical dungeon-delving adventurers or heroic figures in the upcoming conflict against the new bad threat from the wandering mountains, or in a historical campaign against the then thread of the barbarian hordes of humans.  As there is no one humongous conflict as the sole focus of the campaign, there is no singular unified approach what characters can do, or be. 

Depending on the scope of the campaign, characters can be just as easily the guardsmen of a local noble or heroes of nigh global reputation. By default, there is no difference between the PCs and any other individual in the gaming world, at least within the game.  

There are at least a dozen different species PCs could belong to: 

Sidhe (Elves)
One of the two Elder Races, the Sidhe lives on Ashkardia since the dawn of time. They are nearly immortal and only die because of violence, never because of age. Sidhes are masters of magic and arts and have created the most astonishing pieces of art known to any sentient species. Sidhe tend to recognize their immortality more as a curse than a gift, and fight an eternal conflict against the creeping boredom that comes over than when all experiences start to repeat. Elves are known to be beautiful, easily bored, very cunning and often very callous, sometimes borderlined to pure cruelty; their century old conflict with the Trolls have reduced them to a shadow of their former greatness, and by now both elder races have lost their predominance to the minor race of humans. The remaining Shide lives in separated and breathtaking beautiful garden palaces in the far west of Ashkardia.
Sidhe are taller but much slighter built than humans, but resemble them more than any other Acadian species; like all Ashkardians, Sidhe are vulnerable to iron, but they are one of the most powerful magical species in Ashkardia.

Trolls
The Trolls are the other Elder Race of Ashkardia, and like the Elves, they are immortal, but contrary to the Sidhe, Trolls have learned to deal with eternal life without declining into decadence and airiness. There are only a few hundred Trolls left in the world, but they refuse to vanish, or to bow to anyone. Trolls are probably the physically and mentally moat impressive species in Ashkardia. The remaining Trolls live in their holy mountain range of Mil’Varat. Trolls are powerful magic wielders, and like the Sidhe there are no trolls without the Gift.
Trolls are reasonably bigger and stronger than humans and have an often very dark and leathery skin and canine teeth. 

Dragons
Dragons are usually not considered to be a true elder species, mostly because they are such a rare appearance nowadays. They were not involved in the final destruction of the last gods, and it is not known if they were also subject to the immortality curse that plagues the Sidhe and Trolls – dragons often get so old and live often violent lives that it is highly unusual that they die from old age. 
During the last stages of the Godswar, the believer dwarves found and destroyed the greatest clutches of the dragons and killed several generations of offspring in the course –dragons often needs two to four decades to hatch.
Dragons resemble large winged snakes with strong hind legs. They can fly – due to using air magic to lift them up – but move rather clumsy on the ground, where they need their wings as front legs to keep the balance. The largest dragons have a wingspan of around 12 m and can carry an adult man. They are rumoured to have a “fiery breath” or being poisonous, but both assumptions are not completely correct: Dragons have a very aggressive stomach acid which includes equally aggressive enzymes that dissolves meat very quickly. Dragons also have the ability to throw up this stomach acid as a defence mechanism (which is very helpful for small dragon hatchlings who have not yet mastered the ability to summon the winds to fly). Dragons are solitary creatures and highly territorial.

Orks
Orks are a magically created hybrid of Elves and Trolls. They were raised to be the shock troopers of the Elves to destroy their Troll rivals, and thus were created to kill extremely powerful warriors. Orks combine features of both parent species, but to a much lesser extend. They are mortal like the other younger species as well.
Ashkardian Orks are of similar height than humans, but they are built more heavily and feature both Elvish and Trolllish traits, such as the canine teeth of the trolls and the elongated and pointed ears of the Elves. 
There are two major Orkish cultures in Ashkardia: On the one Hand, the Abiders, who are still loyal to their Sidhe masters and on the other hand the free Orks who are no slaves anymore. While the Abiders serve the Elves as cheap labourers and legionnaires, most of the free Orks were assimilated into the surrounding human cultures or retreated in depopulated areas where they can live free in small tribes.
Orks are physically strong and resilient, but their masters created them to obey and not to think for themselves. 

Pixies
The Pixies are another chimera slave species of the Sidhe. They are small and very similar to the Shide in appearance except of their insect wings. They serve the Sidhe as man-servants and pets and are bred for the most interesting or beautiful appearance. There are only very few Pixies who left the golden cage of serfdom to the sidhe and those are regarded as traitors by the majority of the race. To the Sidhe, the pixies are little more than a small diversion and pets which are raise for entertainment.
Pixies are very slender built and have roughly the size of a ten year old human child but look otherwise like miniature Sidhe – with butterfly or dragonfly wings.

Satyrs
Satyrs are small inhabitants of the remaining wilder places of Ashkardia: They are native Ashkardians, like the ancient Trolls and Elves, but they were never cursed with immortality. Satyrs live in remote areas and shun the contact with the humans or other people. They are living in little clans as semi-nomadic hunter-gatherers and rarely appear in the human settlements. 
Satyrs are slightly smaller than humans and have a slighter frame; and are easily recognized by their horns and goatish legs.

Centaurs
Before the humans arrived, vast hordes of Centaurs travelled through the lands of Ashkardia. They were feared plunderers, great hunters and expert herdsmen who fought as mercenaries on both sides of the war between Trolls and Elves and the Godswar before.. Their way of life, travelling along their large herds of livestock, needed a lot of free space, and this lead to early and very bloody conflicts with the new human arrivals. The centaurs lost, and they lost heavily. Not only because of their normal, Ashkardian sensitivity to iron, but to newly introduced diseases as well- A century after the World Wall Breach, 90% of the Centaurs were dead And the remaining survivors retreated to the northern tundra. The remaining centaurs live in small and scattered prides and dream of revenge.

Selkies
Selkies are a small race of slightly humanoid sea otters. It is not known if they are truly an own species or of they were created through magic and abandoned as a failed experiment. Selkies live both on land and in the water and their great swimming skills helped them to flee from the blood thirst of the humans; from all Ashkardian native people, the Selkies had the smallest losses during the human conquest. But since they were never among the most numerous of the Ashkardian inhabitants, they are still not very numerous.. Selkies live in small clans on rocky islands and deserted coasts.
A Selkie has a thick fur that covers his whole body, black beady eyes and roughly the size of a twelve year old child.

The Deep Ones
Also called the Pale Ones, are the remnants of the once proud dwarf people in Ashkardia. The dwarves were nearly wiped out in the last days of the Godswar by angry dragons, and while the dragons suffered as well, the dwarves faced extinction – and they decided to descent into the greatest depths to hide from their foes.
That was a millennium ago, and caught in the darkness and alone, without contacts to anyone else (and a fairly shallow gene pool) the dwarves changed into the Deep Ones, the Night Stalkers.
The Deep ones aren’t that rare anymore and live in caves and rifts almost everywhere in Ashkardia. They rarely leave their hideouts, and mostly do so to plunder and carry off new victims. Their attacks are no real threat to the population, but the commoners fear and hate the pale ones more than everything else.
The Deep ones are as big a regular dwarf, but much skinnier. Their eyes are bigger and very bulgy, and they completely lack body or facial hair. They received the moniker of the Pale Ones through their chalk white, almost transparent skin. 

Dwarves
Not all Dwarves fled into the depth of the mountains – other remained on the surface and as refugees of the dragon’s wrath, they travelled the lands. Most Dwarves live now on the northern coast of Gondaran, as prized craftsmen, travelling merchants or expensive slaves. Before the Godswar, the Dwarves were praised as excellent craftsmen and warriors, but their decision to fight along with the gods and against the victorious elves and trolls has stigmatized them since then. The dwarves are probably the last ones who still worship the old Ashkardian gods.
Dwarves are stout and even though they are smaller than humans, an adult dwarf weighs as much as an adult human.

The Newcomers: 

Humans
Humans are not native to the lands of Ashkardia, but by now they are probably the most numerous species in the lands. They have arrived only 4 centuries ago, but due to their fast reproduction and aggressive expansion, they were able to supersede the native Ashkardian peoples. Distrust towards humans is a very common trait among the Ashkardians, especially because humans can easily wield weapons made from iron which is deadly to most native Ashkardian species. From all the people in Ashkardia, humans are the least magical ones. No other species bears that little magical gifted people in their lines. And humans are the only known species where magical aptitude is bound to sex; there are only very few male human mages and even less powerful ones. Since male humans tend to be physically stronger than females, humans live normally in patriarchal structures where female power wielder are rare, with the exceptions of the sorceresses.

Goblins 
Similar to humans, Goblins are not native inhabitants of Ashkardia but they were summoned to the world in the process of the World Wall Breach. If they had arrived in similar numbers as the humans, they would probably be the dominant species of Ashkardia by now. Goblins are of small stature and slighter frames than humans and have little hair and green to ochre colour of skin. They are pretty intelligent (and tend to have an extremely short attention span). Goblins are fascinated by all kinds of magic. There are different forms of Goblin culture- a significant minority of so called “civilized” goblins live within human or hobgoblin settlements as craftsmen and often as hired magicians, the majority olives on the Bear Isthmus and form an own and very colourful society of their own. Goblins are renowned as daring sailors and expert alchemists, and their fast and elegant ships export wares to all harbours in Asshkardia and Gondaran.

Hobgoblins
Hobgoblins are next to humans, the most dominating newcomer species in Ashkardia. They share a lot traits with humans – including expansionism and cooperation – but they tend to be more aggressive. Nonetheless, before the Klacker Arrival, the hobgoblin Eagle Empire and other similar fiefdoms were seen as the most powerful realms in Ashkardia, and often regarded with fear and envy by their human neighbours. Since they were never as numerous as the humans, they did not participate in the genocides of the conquest (or at least not in the same scale). Therefore, the hobgoblins are better accepted by most of the Ashkardians.
Hobgoblins are strongly muscled and on average a little bit taller and heavier than humans. Like humans, Hobgoblins have only a very limited access to magic. Other than humans, they tried to eradicate this weakness by creating the Firebloods, a subtype of their kind that are touched by powerful fire spirits.

Ogres
Ogres are the biggest and physically most impressive of the Goblinkin, second only in size and Strength to the mighty Trolls. Ogres are also quite rare and bred slower than their smaller brethren. There is no unique Ogre culture in Ashkardia, but they are assimilated into the Goblin and Hobgoblin communities were the Ogres serve as physical labourers and soldiers. Even though Ogres are strong, they somewhat lack the determination of the hobgoblins or the curious ingenuity of Goblins and are often little more than slaves. Even in the meritocratic hobgoblin societies, Ogres tend to be second class citizens, despite their phsyical superiority.

The Golden Ones
Where ever the homeworld of the Golden Ones once wee, compared to Ashkardia it was Paradise and pure bliss. The Golden Ones felt punished to be ripped out of their old world into the banal and cruel reality of the human conquest and the almost constant conflicts of Ashkardia. But they survived.
The Golden Ones resemble humans, but their skin has a golden, or golden red metallic gleam and they lack hair. The Golden Ones are rare, and scattered all over Ashkardia – and strangely their melancholic ways are accepted by almost every warlord, chief or noble, so that the Golden Ones have become the heralds and messengers of Ashkardia. That works well for them, because they travel a lot and learn as much about travel as possible – to find a way home some day.

 

Comments

Verisimilitude

Verisimilitude is the most important trait in any fantasy setting, including internal consistency and overall believability.

Expectation towards a setting's contents is an individual and thus subjective issue. People have different interests, and different fields of knowledge. The more you know the more you expect the world to work along your knowledge.That's why you see very few low g fantasy settings around. A low g world would be not a worse choice for a fantasy setting by default, but because most people assume that anything not explicitly mentioned work just as they are used to, it would require lot of explanations and constant reminders. 

Now, the more you know about a specific genre, the more refined and definitive your expectations of the matter at hand become. If you for example know a lot about submarines, actually worked on one etc. you are likely to react annoyed when you see a movie about a submarine that does inexplicitly stupid stuff. It's just the same with 'historical accuracy' - the more you know about the era and culture your game is supposedly like, the more you expect the setting to behave a long your perspective and the more often you will be disappointed, which is like a text book example of creating frustration. 

If we made a survey among roleplayers about how much people actually know about the medieval era and as how important these people deem a certain authenticity, I'd wager there would be a certain correlation between the general knowledge about historical stuff and the interest of them in the game. 

There is a beautiful quote by Umberto Eco about the inner logic of narratives describing this all in the accurate prose of a linguist, but I can't find it, at least in English, so I can't do much but offer a clumsy translation:

"Free imagination requires that you set limits for yourself. [...] In epic literature this limitation derives from the assumed world. This is not a question of Realism, even though it explains Realism as well: You can imagine a completely irreal world, where donkeys can fly and princesses are only awakened by kisses, but this fantastic or 'just possible' world still has to follow rules which were laid out beforehand (for example it's necessary to know if it the kiss of a prince or witch which is going to awaken the princess, or if a princess' kiss only turn toads back into princes, or, let's say armadillos as well."

That's from the addon to The Name of the Rose. 
"It's fantasy" is no excuse for a lack of consistency. If anything, fantasy settings are obliged to be more accurate, and more consistent than those based on the real world. A setting based in the real world always has the usual facts, standard assumptions and the like as a comfortable bottom line to fall back on; a fantastic setting doesn't have this kind of luxury and has to establish its inner consistency and verisimilitude completely on its own. There are is therefore a much smaller tolerance area. Good fantasy takes an exotic idea and follow it through with utmost vigilance and consequence. According to Roald Dahl.
Which is probably enough name-dropping for one comment.

To put it in a nutshell, any setting rely on suspension of disbelief. You can make it easier or harder to do so by creating a framework that is more or less demanding on the  player's readiness to accept the fictional world as "real" within its own merits. The harder you make this, the more you demand your players to stop thinking on the matter at hand, because any applied logic would tear giant holes in the plot and its premise, the worse the setting is. 

 

 

 

 

Expanding the Background

I think that a good setting should develop out of itself, starting with a premise and following it through. 

So, I tried to expand the historiacl background and add a flavored, subjective tone to the setting description. 

I have also scrapped one of the original ideas of the setting - the transmogification magic - because it made the setting feeling cluttered. The basic premise of medieval cultures and fantastic creatures should suffice to create an interesting setting. 

 

Creatures From the South

Hey there, I was just wondering, what sort of creatures did you have in mind for these aliens from the south? Something Lovecraft-ian, insectoid, inteligent but incomprehensibly different, or something else?

The creatures from the South

I thought about a crossover between many unusual little beasts. The creatures from the South bear several common traits of termites - the wandering mountains are the steadily expanding mounds of these creatures. The basic creatures were thought to be like a crossbreed between big soldier ants, naked mole rats, and star-nosed moles (also called the cthulhu mole), but roughly of the size of a big dog up to a cow. They communicate through a combination of fragrants and scents and bioluminiscent patterns they can shift over their surface.

Think of a horizontal creature with four stout hind legs and too longer and thinner front legs. While on all six, they are also very quick, and they can move backwards almost as fast as they move forward.
On its back, head, and flanks it has rigid chilatinous plates that protect its body, but on the soft belly you can see the inner organs and veins shining through the pale grey skin. The creature's head is large, and cone-shaped. It has large protuberant eyes which look almost human, and the naked, fleshless jaws feature large teeth. This maw is circled by thirteen long tentacles of a deep pink colour, which steadily move around and create the image of a sea amonia or a mane of living flesh (these are smelling organs, but can also be used for fine manipulation). When threatened, the creature can lift up its front, resting on the four hind legs and use the first leg pair as flailing arms.
They are of a pale grey to black color, but in unregular patterns, bioluminiscient stripes and dots appear on their surface.
They use items and tools to defend themselves or attack, and have a sharp, lemmony smell to them. The different items they obviously use - almost everyone wears a "belt" or "saddle" with several tools and items hanging from it - make sure, that they are not just simple animals but are able to create different tools for different tasks.

That are at least the basic creatures. Now think about what happens if they get their tentacles on transmogrification magic.

Author

Satyr

Setting Concept Score

3.4
3.4
Read review by matt.banach
Posted 26 weeks 6 days ago
by matt.banach
2
2
4

The statements of design philosophy that underpin this pitch are very troubling to me.  I find the insistence on "verisimilitude" and "historical accuracy" to be more than a little incongruous with the fact that this is a FANTASY setting. 

I also get the feeling that it would be very very difficult for other writers to contribute to this setting productively without trespassing on the originator's desire for 'verisimilitude'.

And while I do think that the pitch includes several neat elements, nothing pops out at me that would keep this from being simply 'yet another fantasy setting' when you came right down to it.  The most I could say is, "yeah, it's a fantasy setting, but trust me it is way more historically accurate that all those other lame fantasy settings."  Historical accuracy isn't really a selling point for a fantasy game.  A novel mix-in, sure, but not enough to make our product stand out on the shelf.

That said, the writing is quite good, and I can tell that the author has put a lot of time and care into his creation. 

Read review by cptbeefalo
Posted 27 weeks 1 day ago
by cptbeefalo
5
4
5

Wow. An excellent twist on a concept that has been utilized before many times, but this one feels weel thought out and balanced. I was worried about so much historical background at first, but once I got to the end, I was very happy with it.

The concept of a more gritty fantasy world definitely appeals. I think this twist of bringing humans into another world much like ours is relatively original enough that it won't feel like a retread or simple rethinking of another system. I also like that you have a built-in hook by taking our world geography and simply reshaping it, it lends to some interesting thoughts on what might have done so in the past of this world. The only thing that makes me pause is the Klackers, I mean the Zerg, I mean the buggers, I mean the Bugs from Starship Troopers. That's what I got from their description. I certainly agree with the design concept of "the alien race that can bring the other quarreling groups together", I just find this to be kind of eh in its implementation thus far. (EDIT: having just finished reading your further description of the Klackers, I think you have partially answered my concerns, but not entirely. I enjoy the somewhat lemony smell and variation of markings, but still have Bugs concerns in how they may be seen/used in the concept.)

I think this concept is as inspiring as any I've read in this competition. You lay out a great deal of potential races/viewpoints/concepts that a character can have. The setting also takes other concepts and both utilizes old standards of who or what they are, while adding new spins on them - Orks as vivisected-sciency + arcane magic creations? Nice.

The writing for this is excellent and though a bit deep, well thought out. A few minor editing errors here and there, but nothing worth marking down for, just use a spellchecker and watch for an occasional use of "there" instead of "their" kind of thing.

Read review by Satyr
Posted 29 weeks 2 days ago
by Satyr
4
3
3

It is a bit weird to write a review of your own setting.

Obviously, I am quite convinced that this would be a great idea. I like historical accuracy, I like  the multitude of aspects and I think that it is pretty much mandatory when you create a setting that you respect the intelligence of players and readers. Therefore I don't think it is a good idea to make things overly simple, and a more complex and layered setting would be a better idea.

Realms of Ashkardia is this. It consists of many layers, has no moral absolutes, no simple answers. It has an interesting mixture of alien and exotic concepts and familiar elements, and what I like about it, both the historical and the fantastic parts of the overall concept contribute to this mixture. The historical aspects consist of familiar elements and sometimes very strange concepts (from a modern point of view, at least) and the fantasy aspects are likewise familiar in parts, and if we do this correctly, very strange on the same time. 

Yes, Realms of Ashkardia is the setting I found less interesting from the two I wrote, but it is still something that would be fun to pull off, go for a medieval, gritty feeling and loads of sense of wonder springs. I think the setting grants the oppurtunity for this.

I am not an English native speaker, so I am not that confident in my language skills, so I usually fear that I cannot fully express what I mean with these descriptions. 

Besides, if we really go for a commercial publication anything but a fantasy setting - or perhaps a horror / mystery game would be a reckless move, and I have honest concerns that a probably less frequently used genre might be more interesting, but is very unlikelyto be able to survive in the end.

Read review by mikeb
Posted 29 weeks 3 days ago
by mikeb
3
3
3

As you can imagine after reading my concept Mist & Shadow, I enjoy alternative history mixed with fantasy as an idea. Going back to 1000 AD I think does not blur the lines a great deal between traditional fantasy gaming and alternative historical gaming. Technology you find in a stereotypical D&D game is not a lot different from what you would find in 1000 AD. The difference here is that you are putting historical human cultures into a fantasy setting.

So I give you points for originality with how you bridged the historical earth with this alternative reality. As I've also thought about this setting in terms of which one of the top settings I would like to write for, this one should be a little higher.

Read review by trinchen
Posted 30 weeks 2 days ago
by trinchen
4
2
4

It's nice, but I prefer the other fantasy setting of the same author. This one seems to bit too finished for the contest, and it could easily become yet another heartbreaker.

And yes, it sounds very similar to Banestorm. 

Read review by Fenris
Posted 30 weeks 3 days ago
by Fenris
4
2
5

This strongly reminds me of the Banestorm Setting for Gurps, so it is not that original. That isn't bad - Banestorm is a good setting, and this seems to be different enough to not be plagiarism. 

But I like the idea of a historical accurate fantasy setting (fantasy is my overall preference in settings anyway). And I'd like to take a different take on classical fantasy creatures as well - but I think the inclusion of real world religions can become a problem, so we would have to tread very carefully there. Still, more interesting as the typical Christal Jesus fictional religions in fantasy, which are all somewhat the same.

And the history part of this description is really fun to read. Probably the best text snippet on the whole page.  It's only a bit too long.

So, if you belong to the TL,DR crowd: Read at least the background part. It's worth it.

Read review by Zack Faust
Posted 31 weeks 1 day ago
by Zack Faust
3
3
4

This is a very interesting twist on more traditional fantasy, and I think it definitely deserves attention. I can't think of many games when people thought of humans as the bad guys when the weren't humans themselves, which adds an interesting flavor, especiaily when there is justification for that feeling (unlike a DnD game where elves hate humans, this setting gives them a very definite reason to hate them). Also, I like the history aspect of it. I've only receantly started looking into this area of history and anthropology, but so far I like what I am seeing, and I am pleased to see that this setting allows players to interact in a fantasy setting while still feeling contected to the real world. I'd like to hear more about these creatures from the south as well.