# Setting **Generic medieval fantasy.** Swords and dungeons, bubbling cauldrons, candle-lit libraries, foggy moors, hooded figures. We lean on the player's existing fantasy vocabulary rather than building a world from scratch. ## What this means - **No worldbuilding burden.** No proper-name continent, no original pantheon, no faction-history primer. The world is the world the player already knows from D&D, Warhammer Fantasy, Tolkien-descended fiction, *every fantasy game they've played*. - **Standard vocabulary works.** Elves, dwarves, gnomes, orcs, mages, knights, druids, necromancers, paladins, rogues. Iron, mithril, oakwood, moonsilver, dragonscale. Forge, alchemy, enchantment. None of it needs explaining. - **Standard visual library applies.** Stone keeps, oak doors, hearth-light interiors, tapestries, candles, ironwood doors, parchment maps, banded leather, plate armor, glass vials, clay pots. - **Players bring their own headcanon.** When someone meets *Mira the Devout, paladin*, they fill in a paladin from their own imagination. We don't have to teach them what one is. ## What we explicitly don't include - Science fiction, modern, or near-modern elements (no firearms beyond hand-cranked oddities in gnomish corners, no electricity, no laser-swords, no plasma, no holograms) - Specific original-world lore ("This is Aelorian, the Eternal Realm of...") - Original pantheons or religions that require setup - Factional politics that need a primer - Made-up vocabulary the player has to learn ## Flavor pockets (allowed sub-tropes) These are well-established fantasy sub-tropes that give us visual / mechanical variety without breaking the generic-fantasy permission: ### Gnomish steampunk - Visual vocabulary: brass, copper, gears, steam, monocles, goggles, leather aprons, clockwork creatures - Item variety: clockwork fittings, gear-driven mechanisms, brass-tubed contraptions, pressure-glass vials - Zone: a workshop enclave (think Gnomeregan / Mechanus / Dishonored's Karnaca lite) - Patrons: tinker-magnates commissioning clockwork prosthetics, brass armor, steam-augmented weapons - Tonal note: lightest pocket — quirky, inventive, not grim ### Dark elf necromancy - Visual vocabulary: obsidian, bone, purple-black gemwork, ritual circles, drip candles, shadow-veins, sigils - Item variety: necrotic reagents, bone components, cursed bindings, shadow-touched gems, soul-glass - Zone: subterranean enclaves, ancient crypts, moonless groves - Patrons: cabalists commissioning dark blades, anti-paladins in disguise, secret cults - Tonal note: darkest pocket — sinister, secretive, not edgy-grimdark ### Mainline (the rest) - Standard medieval-fantasy human / dwarven / elven / mixed cultures - Standard knights, mages, druids, clerics, scholars, merchants - Standard zones: forests, mires, ruins, mountains, river valleys, ancient roads - Tonal middle — mature, atmospheric, neither gnomish-light nor dark-elf-shadowy ## Naming conventions (quick reference for procgen pools) - **Human** names lean Latin / Germanic / Celtic roots: Theodric, Mira, Theora, Aelis, Bran, Caewin, Roderic, Una - **Dwarven** names lean Norse / Germanic-hard: Brokk, Durin, Tora, Halgrim - **Elven** (high) names lean Latin-flowing: Aelandir, Sylvana, Faedron, Elara - **Dark elven** names lean sibilant / apostrophe: Vae'shar, Drael, Lys'thala, Karovar - **Gnomish** names lean alliterative / quirky: Tinkin Tappet, Wibble Wickum, Glia Greaseworth, Pim Pendlebrass - **Place names** use generic fantasy conventions: the Mire, the Ironwood, Greybell Hollow, Ashfen Marsh, the Cracked Tower, Last-Light Crossing ## Why this works for the game - **Patron variety.** Three tonal pockets × multiple class archetypes = a wide patron board without needing original lore. A patron is "gnomish artisan named Glia who wants brass-fittings for a clockwork hawk" or "dark elf cabalist named Vae'shar who needs a cursed dagger pommel" or "Knight-Captain Roderic who wants ten Fine longswords for his guard." - **Zone variety.** Three pockets × multiple environments = many distinct expedition destinations. Players see meaningful art variety without the world-building cost. - **Recipe variety.** Mainline crafting + clockwork + necromantic = three overlapping but distinct material/component vocabularies in the recipe book. - **Visual variety per zone.** The tone doc's muted palette guidance still applies, but each pocket gets its own warm-vs-cool / earthen-vs-shadowed bias.