I’ve had a few questions lately about the kind of setting the game inhabits; most people have been classifying it as ‘high fantasy’, and that’s a little away from the setting I’m going for. I thought I’d take an entry to describe the inspirations behind URR’s setting and how this’ll be reflected in the game design decisions.
A central inspiration is the myth of Prester John, or rather, the way it filtered into medieval society and how it affected perceptions of the outside world. It was the idea hatched in Europe around the twelfth century that another christian emperor called Prester John existed in some undefined region east of Europe. It served as the idea that there was somewhere another ally that Europe could count upon in its conflicts, and that some parts of the far distant world were potential allies. This location varied between central Asia and eastern Africa depending on the version of the myth. Dozens of different stories existed about him and his empire, ranging from the entirely worldly to the fantastical; an assortment of mythical creatures were believed to be exist in John’s empire, and the empire itself was thought to be in a variety of places. Even more so, people came to associate Prester John with a variety of different real-world figures, ranging from Genghis Khan to Zara Yaqob, even though they all variously denied being this mythical figure. Effectively, it was a strange amalgam of facts about battles, empires, lands, geographies, histories, all put into a single narrative that was far more desirable and reassuring than the truth, and one that was a reflection of a fundamental lack of knowledge about the rest of the world, and what creatures were and weren’t just figments of legend. Similarly, it altered which distance empires were believed to exist and in what configuration, along with their rulers, important battles, etc.
This is the kind of setting I want to cultivate; that the world is fundamentally unknown, and that each civilization has different (and probably wildly inaccurate) understandings of what the rest of the world is like. The further your starting civilization is from others, the less accurate your knowledge of the far-away civilizations will be. Similarly, you might think that a particular mythological species dwells in one area, while it actually dwells in others; I’d like to get other civilizations having the same misunderstandings about other civilizations. Equally, there may be myths about species which don’t actually exist – I intend to randomize what recruit-able species are and aren’t generated in each world, but this won’t be known until you seek them out and separate the fact from the myth. Myths about all creatures will always exist, but some creatures will be real and some creatures won’t each time. Even within existing creatures, myths may give you inaccurate information at first, as I’m intending to build an amount of randomness into each species, too.
Thus, the URR world is fundamentally medieval, except for the fact that while we never discovered all those strange creatures, the player probably will. I’ll warn everyone now that next week won’t have a blog entry; I have a lot of thesis work that needs to be done. If you’re new to the blog (I see a lot of new sites that have started registering on my incoming traffic recently), I suggest you check back previous entries or the info page for the kind of thing that comes in most blog entries and to get a better idea of what the game currently looks like. See you all in a fortnight!