Mythosa Design Notes II: The Overall Theme
The primary theme of Mythosa is that the world is a dangerous, chaotic place, with small bastions of civilization scattered here and there. Travel is perilous and humanity clings to a handful of city-states and walled towns that dot the countryside. This, again, sounds like it was taken from 4E with its assumption of "points of light" campaigns. It is essentially the same concept, but I had the idea for this long before we learned about that part of 4E. Inspiration came from a variety of sources, including but not limited to:
In any case, the above settings and the overall theme that emerges from them make for a world that reasonably justifies the degree of violence in a typical D&D campaign. Not that there's not room for other elements (politics, trade, etc.), but it's nice to have a milieu where all the killing and looting are at least somwhat rationalized.
- Robert E. Howard's Hyboria (the world of Conan)
- Fritz Leiber's Nehwon (Lankhmar, Fafhrd and the Gray Mouser)
- Jack Vance's Dying Earth books
- Michael Moorcock's Young Kingdoms (Elric)
- Edgar Rice Burroughs's Mars books (John Carter)
- Bob Bledsaw's Wilderlands of High Fantasy (D&D campaign setting from Judges Guild)
- Clark Ashton Smith's Zothique stories
- Ancient Greece (Sparta, Athens, etc.)
- Renaissance Italy (Venice, Florence, Genoa, etc.)
In any case, the above settings and the overall theme that emerges from them make for a world that reasonably justifies the degree of violence in a typical D&D campaign. Not that there's not room for other elements (politics, trade, etc.), but it's nice to have a milieu where all the killing and looting are at least somwhat rationalized.

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