History and Fantasy
When designing Tirenia, I knew I wanted it to have a different feel to your standard fantasy RPG campaign. In many of them, all characters are exceptional, magical beings. This is a wonderful, empowering thing, and something that I wanted to keep. What I wanted to change was how magical the world around them was. If magic is commonplace, commodified, and readily accessible, is magic really magical? Citizens of a standard D&D world might not be surprised to see a monster in a zoo or circus, while historically Florence went crazy when they got a giraffe! There's famous essays out there which you can search up about how even Gandalf, one of the greatest wizards in fantasy fiction, only needs to be about 5th level, and he's regarded with awe by everyone around him.
It's the intention of Tirenia to be more strongly inspired
by history than a typical game, with magic that's rarer but more powerful when
it shows up. Keeping the game at low levels lets the players feel more
grounded; they are heroic individuals, but they can still be hurt. Their powers
feel mighty compared to the world around them, who by-and-large lack those
powers, making them movers and shakers even from first level. I think of the
genre as being 'historic urban fantasy' – there's a lot of contrasts that can
be made thematically with Rivers of London or The Dresden Files.
That said, we did decide that we wanted the world to be more
fantastical than our world, which is everyone's point of comparison. The two
main 'commonplace fantasy' elements that we decided to include were the animal-headed
people and the regional city effects. Cinocefali, or dog-headed people, are a
staple of medieval travel writing; anthropomorphic animals are a staple of the
fantasy genre. As we've made a lot of the other traditional fantasy races much
rarer, we decided to play up animal people instead! Meanwhile, we decided that
each city would have an environmental effect that was the result of the dragons
living there. The dragons may be hidden, but their rule is thus unavoidable. So
the city of the blue dragons now has a permanent electric storm; the water in
the canals of the red dragons' city is boiling hot and steaming, and so on.
The use of history is also meant to ground the game in
realism, to make the fantastical elements stand out more clearly. Thinking
about the economics and day-to-day lives of our characters, and everyone else
in the world, heightens immersion. Who are their family? What food are they
eating? What are their religious habits? This is inspired by the games like Runequest
where characters take part in the regular rituals and activities of their tribe,
which accentuates the exceptional activities. One thing that I've discovered in
all my reading is that history is a wonderful source of inspiration – one of my
campaigns was based on the actual belief that Venice was so sinful, it would
fall into the sea like a modern-day Sodom or Gomorrah! But even smaller things
like the sumptuary laws or the importance of the salt trade are wonderful
background colour and grist for adventures.
Many people are leery of hearing that a game is more historical,
and for good reason. Fifteenth century Italy was not great for women, people of
colour, LGBTQIA, the disabled, and the poor. I know some people get nervous at
the prospect of a 'more historical' game, because it can be used as an excuse for
prejudice. I deliberately made the Christ-analogue figure female in order to remove
sexism from the table, and have made sure to include LGBTQIA characters
throughout my campaigns. It's easy to look at history and find examples of exceptional
individuals from all these categories - Catherine Sforza, Leo Africanus, Benedetta
Carlini, or Michelangelo Buonarroti, for instamce. Like all things, the extent to
which you're historical or ahistorical is best discussed with your players, to
make them happy, but 'historical accuracy' should never be an excuse for hate.

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