Scarterra Primer, short

Elements of the Setting

  Scarterra is a medieval fantasy setting, heavily based on real Earth medieval history but with logical modifications for being a fantasy world. There are active gods, 1 to 2% of the mortal population have magical capability or supernatural gifts, different mortal races share the same world, and literal monsters stalk the wild places.   Overview of Scarterra versus Medieval Earth to browse specific places where Scarterra is similar or dissimilar from real world medieval history.   Interested in the RPG side more than lore side? Check out Player Resources  

Gods of Scarterra

 
Scarterra is shaped by five gods and four goddesses collectively known as the the Nine. Every nation and tribe in Scarterra recognizes the same nine gods, but they don't agree on the attributes and values of the Nine or the best way to worship them. Some think the Nine are little better than tyrants and they don't deserve to be worshiped, but none deny that they exist.   The Nine are active deities that are capable of enacting tangible miracles and directing spirit minions to enact their will upon the mortal plane, but they are not micromanagers. They certainly influence Scarterra, but they don't outright control Scarterra. The Nine are their values are an undercurrent that flavors and shapes conflict on the mortal plane, but Scarterran mortals have Free Will and mortal actions are the main driver of politics and adventures, not the will of the Nine.  

Tent Pole Articles for the Nine

  Broad overview of the Nine themselves   Broad Overview for how most Scarterrans approach worship   Broad overview of how priests and priestesses operate
Composite Display of the Nine's portraits by Zeta Gardner
           
Eight commissioned human portraits by Diana Rahfoth
  The four classic elements of air, earth, fire, and water permeate all animal life, affecting mortals and beasts alike. Elemental traits are usually abstract and symbolic, not literal. No one has "bending" powers, but in place of real world Earth ethnic or racial traits, Scarterrans are described as being "fiery" or "watery". This is known as elemental ethnicity.   Baby animals and baby people get their traits from their mother, their father, and the elemental influences of the area of their birth. So over time, people and creatures in the same are start to look alike. Creatures from cold or high elevation areas tend to be "airy". Creatures in inland areas tend to be "earthy". Creatures from warm areas tend to be "fiery". Creatures from coastal areas tend to be "watery".   Check out elemental ethnicity in mortals for more details on how this works.      

Broad Take on Scarterra History

 
Scarterra was created by a primordial god named Turoch who only created Scarterra so he could feed off the souls of mortals. Eventually Turoch's lieutenants,the Nine overthrew him in an event known as the the Divine Rebellion.   The Nine set up dragons as the dominant race of the First Age until an overreaching dragon queen messed with power beyond her understanding and accidentally triggered a cataclysm known as the First Unmaking which brought Scarterra to the brink of total destruction.   The Nine rebuilt Scarterra and set up elves as the new dominant race of the Second Age until an overreaching elf king messed with power beyond her understanding and accidentally triggered a cataclysm known as the First Unmaking which brought Scarterra to the brink of total destruction.   Now humans were created as the dominant race of the Third Age, and the world waits with baited breath for some foolish human to ruin everything.
by me with Midjourney
     

Where the Action is

  Epic history is great in a fantasy world but fantasy worlds needs things for heroes to deal with right now. Center stage is the central region of West Colassia.   Near each other are the land of Fumaya, and land of Swynfaredia, and the Border Baronies Region,  

Nation of Fumaya

 
The Fumayan people, nicknamed "Booters", are rugged and pious. The boot-shaped nation of Fumaya is sandwiched between much stronger powers. Nomadic barbarians and monsters to the north, dwarves to the west, elves to the east, and Swynfaredia to the south. Right now the Swynfaredians are angling for a full-scale invasion but that is not the Fumayans only problem for the plucky and pious "Booters".   Their capital city is overrun by organized crime, orcs are extorting northern villages, and monster attacks are on the rise. Those are just the obvious problems as hidden dangers lurk in the metaphorical and literal shadows. There is no shortage of things to keep adventurers busy.   On paper, Swynfaredia should be able to utterly crush Fumaya with strength of numbers, but Swynfaredia has it's own problems.
Fumaya National Crest-1 by Me via World Spinner's Heraldry Generator
   

Nation of Swynfaredia

 
The kingdom of Swynfaredia is a nation where the nobility is based on the descendants of half-dragons, aka "Dragonbloods", who use their draconic sorcery as a badge of nobility and as a weapon to cement their dominance. While descended from dragons, the noble families now resemble a nest of vipers. Lies, conspiracies, daggers, and poison cups are all tools of trades, enhanced by magic.   The Queen of Swynfaredia is angling to conquer Fumaya both so she can focus her feuding vassals against an external enemy and hopefully avert a full on civil war. But also she wants to shore up her own power by giving land to her supporters and putting potential rivals into dangerous situations where "Fumayans" can kill them. All the queen's dukes and duchesses are hatching similar schemes, and all of their vassals are hatching schemes. With all the high level intrigue going on, various anti-governmental groups ranging from idealistic rebels to cutthroat criminals are sensing openings they can exploit.   There is plenty of fodder to keep political minded characters busy.
Swynfaredian Coat of Arms by Me with Worldspinner's Heraldry program
 

The Border Baronies

  The Border Baronies Region is a rain/snow soaked mountain range where rocky outcroppings and swamps separate proverbial islands of arable land creating several isolated independent kingdoms that are havens for outcasts, outsiders, and mercenaries. The independent nature of the isolated kingdoms, commonly nicknamed "The Border Baronies" is rife with story opportunities. The rulers are collectively nicknamed "The Border Barons" but each ruler is essentially a king or queen of a very small nation. Because each kingdom is tiny, you can run a stories about the the overthrow of a king without throwing the entire setting into a lurch.  
Border Baronies Map cover
Map of the Border Baronies by Pendrake
  Heroic adventurers can help topple tyrannical Border Barons or they can help shore up the rule of benevolent Border Barons, or carve out their own power base here. The Borderlands also border Fumaya and Swynfaredia making them a potential Third Wheel player in their political and espionage struggles of these two nations. Fumayan and Swynfaredians characters of various stripes frequently visit the Borderlands for their own side quests and schemes.


Cover image: Nine in 1920 x 500 header by Zeta Gardner

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