sigg
The firmament from which all men are born, live, and die is an abnormal spheroid of water and soil spinning in a central orbit to an ancient sun. Beneath it's crust lie vast dark realms of the unknown. On its surface men of this place vary widely in appearance, culture, and religion. Little is known of the origin of this place's name just that despite their diversity, all men call it the same name: Sigg. As one on earth may refer to the earth so too do the people in Sigg refer to Sigg. Similarly as one on earth would refer to the world, those on Sigg refer to the Wheel of Sigg (or just "the Wheel") - that is the cosmological conceptualization of their abnormal spheroid of experiential reality. The Wheel is made of myth - magic, monsters, prophecies, and symbols. The Wheel is in a perpetual middle age, one where formational ancient origin and modern rationalism meet, churning through the cosmos alternating in different states of superiority. In other words, a setting inspired by western civilization's ancient history, middle ages, and early renaissance.
places
Several places may be mentioned throughout blog posts. Here are a few major locations.
continental
- Estaria - the central continent. My first foray into building out a world. Most fleshed-out in content, but not in depth.
- The Wilderlands - south of the northern reaches, makes up the remainder of the western continent. A nearly one-to-one usage of the Judges Guild setting of the same name.
regional
- The Far Weald - largest wilderness area in Estaria and longest run campaign locale.
- Shores of Scyth - small bay area located in the central Wilderlands defined by its ancient Mediterranean inspired culture
- The Northern Reaches - far realms to the north of the western continent. Known for cold-deserts, bogs, and low mountains. Map is inspired by the Outdoor Survival hex map mentioned in the 1974 version of the game.
appendix n
The creation of this campaign involved plumbing the depths of ancient history, reading fantastical literature, and finding thematic music. Below is some inspirational media to help get the player and Referee both in the mindset of the campaign.
literature
- Beowulf, Unknown - 700
- The Bible, Many - 1000BC-90AD
- The Book of the New Sun, Gene Wolf - 1980
- Canterbury Tales, Geoffrey Chaucer - 1387
- The Doom that Came to Sarnath, H.P. Lovecraft - 1920
- Dune, Frank Herbert - 1965
- The Grail Cycle, Anonymous - 1300s
- History of the Kings of Britain, Geoffrey of Monmouth - 1136
- The Hobbit, J.R.R. Tolkien - 1937
- The Illiad, Homer - 800 BC
- The Lord of the Rings, J.R.R. Tolkien - 1937
- The Odyssey, Homer - 800 BC
- Sagas of the Icelanders, Snorri Sturluson - 1200
- Symbols of Sacred Science, René Guénon - 1962
- Tales of the Dying Earth, Jack Vance - 1950
songs
- Bo Lamkin, Unknown - ???
- God of Fire, Fit For A King - 2020
- Greensleeves, Unknown - 1400-1500
- Helvegen, Wardruna - 2013
- House Carpenter, Unknown - 1500-1600
- Hurrian Hymn no.6, Unknown - 1400 BC
- I, II, III, IV, V, Fief - 2016-2019
- Kyrie Chant, Unknown - ???
- Matty Groves, Unknown - 1500s
- Whiskey in the Jar, Unknown - 1700s