Vilag



Description::The planet of Világ is the setting for a new and interesting experiment in fantasy gaming. Rather than constructed from the ground up or from the rules out, Világ is being built from the top down and from the setting to the rules.  Further, rather than a fantasy setting which uses magic to explain or infuse the world, Világ is a natural macrocosm where magic enhances and augments, but never replaces the laws which govern.

Both the mineral resources of the planet, as well as the products of the biosphere, contribute resources that are used to support a global human population. The inhabitants are grouped into about 40 independent sovereign states, which interact through diplomacy, travel, trade and military action.

Cosmology
Világ is a world not unlike our own Earth, replete with a G2 main-sequence yellow star for a sun, a 24° axis, 24 hour day and 360 days in a year. Of interest, Világ’s rotation is reversed from our own world, so the sun rises in the west and sets in the east.

Another significant difference in the cosmology of Világ is the presence of three moons. The smallest (and closest) moon is a bright red orb which speeds across the night sky. The second moon glows bone-white and is, in most respects, like earth’s moon. The last moon is a massive, cerulean sphere which floats lazily across the ebon sky in a high-ecliptic plane. For every two phases of the largest moon, there are three cycles of the white moon and six turns of wheel of the smallest moon.

In addition to making nights substantively brighter (and the rare, moonless night that much more dramatic and dangerous), the presence of three close-orbital bodies in varying orbits make predicting tides frighteningly complex.

Geography


The surface of Világ has three major inhabited continents, Világrész, Mahnosa and Cseumisz, the latter two separated from the first by the Sötétkék Tenger (great blue sea). Világrész is further divided into northern and southern 'sub-continents' (each approximately the size of North America) with a relatively narrow isthmus that is dominated by an immense mountain range. On the far side of Világrész lies the Atrian Archipelago and, beyond, the Végtelen Tenger (the Endless Deep).

Ecology
There are thousands of creatures which inhabit the geography described above. Whether it be leviathans over 100ft in length, flightless birds large enough to ride or tiny insects which can kill with a single bite, the fauna of Világ can inspire, impress and never be boring. That said, the standard fantasy tropes are not found in the beastiaries. Rather, the fiends and friends are those which either do exist, did exist, or COULD have existed in the recorded span of human history.

Speaking of humans, a quick word about the races of Világ.

Civilizations
There are approximately 40 major civilizations spread throughout Világ, occupying approximately 45% of the habitable landmass. The only known sentient species on the planet are humans, though the species is self-differentiating. Usually physical features (including hair and skin colour) are defining traits, but various ethno-racial traits as well as socio-political and religious affiliations are known to be used. There is significant overland trade and diplomacy, as well as some inter-continental trade and diplomacy. Various cultures have developed many views of the planet, including personification as a deity, in Világ being the center of the universe, and a testing ground for the immortal souls.

Magic


There are various theories as to what magic is and how it comes about. What is certain is that magical ability (known as 'the Gift') grants the user that capability to temporarily generate, manipulate or banish one of the elemental forces in one of a number of prescribed manners. These things are done by the drawing of the energy and manipulation of same by use of some artistic endeavour, which is linked inimitably to the branch of elemental forces involved. Additionally, potent sorcerers are able to attune themselves to a particular sphere, specializing in that eldritch area and multiple arcanists may work in synthesis achieve more potent and varied results.

Inspiration and reasons
Having read through Greg Stolze's incredible rulebook/setting, Reign, I was compelled to write a new setting, unique and distinct from anything I had ever played or seen before. Making some changes in his original rule-set, I have embarked upon a comprehensive world with many unique elements which, I hope, provide an interesting setting. To assist in this, I have used a brilliant set of guidebooks, A Magical Society :Ecology and Culture and A Magical Medieval Society: Western Europe Second Edition Softback. These volumes work from the concept that magic should never be used for 'handwaving', but rather the world should work independent of magic unless there are specific reasons for the magic to affect the world.