Hey everyone, this will be my first real campaign setting (having previously had the party roam The Known Lands) and I'd like some pointers and just to read what you have to say about my ideas. Its not much at the moment but I'll be adding to it fairly regularly. I might throw in some abridged versions of what the party have gotten up to once we start. The general idea is a very small area with towns, then the rest of the game world will be uncharted wilderness.
THE NEW WORLD!
Ahem *cough* sorry about that.
Heres the deal:
The Royal Navy of Calarn came across an uncharted continent, they dubbed it the rather inspiring New Calarn, but strictly speaking they have only physically landed at one cove on it's eastern side. Due to the Queen of Calarn's desire to improve the state of her nation, she has recalled many of her vessels and has no plans to conquer anywhere. The Queen is only twelve years old and has yet to gain a grip on her country; her father died in a riding accident around the time the continent was found, had he lived he would have surely made his mark on it.
This left news of the land to slowly spread from the original sailors down through the peasants, up to the disenfranchised lords and even to bordering countries. Since then small groups of people looking for a new life or just the rumoured riches of the land have left the crumbling Calarn for the New World.
---
I think I'll start with the races.
Races of The New World Setting:
Human: The majority of the settlers are the poor of Calarn's cities, the types that only saw it's alleys and smelt the stench of the sewerless streets. They are often short with barrel chests and strong arms, freckled cheeks, dark, thick hair and bright eyed, with green being most common. Masterless with little literacy or wanted skills the call of the New World was strong, most of them consider the continent the best, perhaps the only, place to make a fulfilling living. They deal with situations day by day and are not particularly clever. However they are more open to new ideas and concepts than any other people in the world, which is why more half-human races and odd contraptions can be found here than elsewhere.
That said, for every family of once beggars there are runaway soldiers, escaped criminals, rebellious lords, meticulous cartographers, giddy historians, weary preachers and of course packs of fresh-faced adventurers.
Other races (within the human race) include:
Medians, tall windburnt people with brown eyes and blonde, curly hair thought of as "the good kind of barbarian". They'll most often be from some small tribe with a poor reputation, if not outright exiles for some crime. They are looked down upon for not bringing much to society as they live in the wilderness.
Bromals, a race much like the Calarns, distinguished only by accent and religion. Very few Bromals bring up these differences in discussion and already marrying into their Calarn neighbours without much fuss. The nation of Brom, named after it's king, who is always named thus, hates the idea of his people leaving and occasional rumours of Brom sending soldiers to "take them home" keep the race quiet and on edge.
Ormercians, broad brown skinned people with black, wavy hair, though many turn grey at a young age, and brown eyes. While not always the case in their homeland, they tend to act educated and informed, often taking on roles in society that require literacy and a way with words, such as a clerk, actor or a lawyer. While others have left their countries behind them Ormercians bring what culture they can with them and were surely the first to set up any sort of trade route.
Awas is a term thrust upon these people, who had no previous way of defining themselves as a whole. They have heavy tanned skin, almost red on some, with soft black hair and hazel or yellowish eyes. Awas are from the Awa Islands and for them this land is a place to make a name for themselves and throw of the shackles of the old ways. This tends to land them drunk somewhere or robbed, but the few that choose not to loose themselves in lawlessness become mighty mercenaries and really, quite nearly anything they put their minds to.
Finally the Evenmen, pale, blued eyed people from a kingdom that was once ruled by a dead empress, so the legends go. Half the time they play to superstition as seers and traveling magicians, but are quick to turn to rational explanations should something eerie arise, to save themselves from persecution. While rare among the settlers, Evenmen do have magic in their linage and some of the worlds greatest sorcerers have come from the Evenlands. In the New World they are thought of as oddities unsuited to the hard life, and yet, here they are. They are overall a warm people and enjoy company.
Note: I am also allowing the players to make up their own human race and place of birth as human race doesn't add to/subtract from their character sheet.
Dwarves: Their kingdom was long ago absorbed by Calarn, it's often joked that they went to bed one night, then opened their door the next day and saw thousands of people living on their mountains. There was never any wars fought, they were just marginalised by the sheer volume of people surrounding them. In the New World they plan to stake a claim on a mountain range and keep everyone out. They exaggerate their traditions, wear lots of runic symbols and demand respect. Usually people put up the dwarves chest beating in light of their skill with metal and indepth, almost instinctive knowledge of construction and mining.
Elves: As a rule few come to the New World, as their immortality is bound to the massive forest they call home. If an elf makes his or her way across the water it will be because conscious or subconsciously they're through with living forever. Which leads to fatalist world-views and daredevil antics. While many are quite wise and intelligent, they rarely spend time in society, though quite a few of them offer martial aid when people are under attack. They are rarely if ever trusted and are considered loose cannons.
Toms: In this setting halflings are called toms, short for tomte, and are good goblins. Not much is known of them as this is their first attempt at civilisation. They make their living doing fairly honest work, but the lowly jobs they end up with tend to force them into black market trade and pickpocketing. They're more tightly knit than any other race, since its likely the entire tom population came on one ship.
Half-Elves & Half-Orcs: I have very little on these two, save that they are treated about as equally as you can get. If you work hard in the New World you get treated decently in most places. Half-Elves will have head from Calarn with the humans or left the elven forest that a. wasn't granting them immortality and b. would always have them at the bottom rung. Half-Orcs are basically just ugly, strong people in the New World and out here that strength outweighs the ugly tenfold.