So this time, I am going to dive into the classes I am working on with only two prefaces:
Milieu
First, this is a world where a group of mystics slew the God of Law, and the world was subsequently flooded by the tears of the Goddess of Wisdom, leading to a howling emptiness and a land full of lost hold in sunken ruins.
Greed for a Reason
One of the first things I wanted to set up in The Drowned World was a race with a really good reason for being greedy and miserly. A replacement for the dwarves that are less encumbered by the mythic symbolism of dwarves from Norse mythology.
(If you're interested, the dwarves in the Prose Edda tend to represent small-mindedness, uninterest in the divine, materialism, and obsession with work, three things that come together. We are in a dwarf age in many respects.)
One of my favorite adventures in the original Majesty: The Fantasy Kingdom Sim was one in which you had to raise $40,000 gold pieces in 40 days in order to pay off a demonic debt interred by your character's late mother.
You don't have to really know what the demon wants with the gold. Theoretically, it shouldn't need gold at all. It is likely that it simply wants the gold to promote greed, or to stir up conflicts and generates sin. After all, The quickest way to win mission is to build a strong thieves guild, and invite debauched elves to build casinos and "lounges", then gamble like crazy while taxing the life out of the local vice peddlers.
This inspired my idea for the Oblik: A race struggling under a generational debt to a powerful demon. They celebrate Ambition, greed, miserliness on the one hand, but also see each member of their society as needing to help foot a massive burden on the other. They accept no slackers.
Oblik
A race of slouched, wooly humanoids whose ancestors were indebted to the demon Obirium, and now plumb the ruins of the ancient world with their mighty shovels. They have the ability to smell gold, jewels, and magic, to dig up.
They strive to live lives of comfort while tithing a painful amount of their finds to pay off their generational debt. Those who can bring fortunes to their people are considered great heroes. This has led to the Oblik having a reputation for being greedy chislers - and is the reason they control the minting of currency.
Refusing to Pay
Stonespeakers
A heretic branch of the Oblik people who have rejected the debt and eternal treasure hunt of their people. Stonespeakers have turned their awareness of stone and metal into the core of a magical art that lets them shape and mold the Earth. They often hunt demons and diabolic magicians, hoping they might one day free the Oblik.
In the meantime, they are seen as thieves and delinquents by the Oblik, and the two cultures live apart.
Cultural Notes
Aftercoming up with these ideas, I have made some choices about the world: The Oblik tend to run things like toll roads, ferries, and cable cars. They also have a good relationship with the Windlass, a race of inventors, to allow them to dive foe treasure in steampunky submersibles. The modern coin of the realms are gold minted by Oblik Goldmsiths with names like "Free" (gp) "Light" (sp), and "Evens" (cp). They are ruled by a race of debt-collector priests, and adults who do not pay their share of the annual interest are seen as freeloaders, while those who give enough to put a dent in the capital are hailed as heroes. Many dream of paying their total share (several hundred thousand) so they can live without the minimum 30% tithe.
Stonespeakers hate dealing with coin, and often barter. While most Oblik value a strong shovel, the Stonespeakers ornament there's with fetishes and use them as magical foci. Wands and staves made by Stonespeakers are often shovel-headed.
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