Exilian

Game Design and Project Resources: The Workshops Quarter => Tabletop Design - The Senet House => The World of Kavis => Topic started by: Jubal on October 05, 2022, 03:55:30 PM

Title: The World of Kavis - An Introduction
Post by: Jubal on October 05, 2022, 03:55:30 PM
THE WORLD OF KAVIS




Introduction

The World of Kavis is an RPG setting I've been designing and running games in for some years. The idea of it is that it fulfils several things I want out of role-play gaming settings:

I run games for Kavis using the Savage Worlds system, and I eventually hope to release some setting books and guides. In the meantime, this forum is a sprawling notes-sheet of various bits of the world and setting, which you're welcome to peruse, discuss, and nab ideas from.



Basic features of the setting

Geography: some of the basic features mimic, but do not copy, elements of early medieval Eurasia. There is a central post-Imperial power, the Heirophancy, that fulfils the role of a Byzantium or a Persia, stretching across part of the heart of the world, still a force to be reckoned with but undergoing significant strains and change. In the the continent of Chardil to the northwest and to the south and east of the Heirophancy, other polities likewise are reconfiguring themselves. Kavis isn't a world that is intended to be shown as an unchanging medieval eternity - players are thrown into it in flux, with new religious and social movements and political fractures and reconfigurations very much in progress. Rather than these potential changes being necessary overthrows of tyrants or unwanted threats to all that is good and just, they are often rather complicated movements that characters may have validly mixed feelings about.

Species: There are, like in most fantasy settings, far more sapient species than in our own world. In Kavis, there is a metaphysical divide between dawnfolk (essentially, fey of various sorts), dayfolk (humans, animals, dwarves, etc) and duskfolk (goblins, trolls). Dawnfolk, dayfolk and duskfolk are not in any sense morally different, and indeed goblin PCs are expected in the setting: rather, they have significant difference in their ways of existing and reproducing and thinking, and their basic needs or lack thereof, and these things can at times lead to both alliance and friction, and often lead to a certain amount of social sorting. Among player species, there are essentially two - humans and the somewhat elf-like Hanau form one, and dwarves and gnomes the other. Gnomes and Hanau have similar relative traits to their 'core' species of longer (but not infinite) lives, somewhat frailer bodies, and certain differences of mental state: I have a moderate amount of idea how this came about, but it's not something I've written much about as of yet. Goblins are also playable - whether they count as a species is dubious, as the premise of a species is based on biological ideas of reproduction and relatedness which simply don't really apply to goblins.

Magic: Is highly unpredictable, on the "there is a big d100 miscast chart which has a 1% chance of blowing you up and that's the second worst result available to you" level. This is the area where I've most heavily rewritten Savage Worlds, using a no power points rule mixed with a very chaotic system and some new edges etc to account for that. Magic is also very rare in Kavis - it needn't be among player characters, who are in any case the heroes, but magic is not something that most people come across every day, and may elicit fear and awe among folk who are unused to displays of magical power.

Things you will find:

Things you won't find:




The History of Kavis as a Setting

The first thing that would later become Kavis was the setting for a computer game, called the Big Random Game, which I made at about the age of eleven I think. It had you wander round an island, defeat a troll, then go through a short adventure in the town of Travel (which I failed to notice for a long time was already a word, and pronounced "Tra-vell" with the stress on the second syllable). Travel, or Taravel, is still very much in existence in the setting as a small port in the southeast of Chardil. Not far from there is Soros/Saoros, which provided the focus for a second computer game I made in my mid to late teens, named Adventures of Soros. The unfinished python text adventure allowed for four playable races, elves, dwarves, humans and gnomes, three learnable character classes, and various other little quests and activities. I also started playing around with goblins that were somewhat complicated and in friction with rather than all against the human inhabitants of the world at about this point.

A few other key bits came from other sources. The term Hanau for the elves was imported when I was writing the background for Raiders and Traders (https://exilian.co.uk/forum/index.php?topic=350.0), another game project made in my teens which was a city-builder: the term derives from the Easter Island folk, the Hanau 'E'epe (https://www.easterisland.travel/easter-island-facts-and-info/history/hanau-eepe/) - I once saw a rather bad translation of their name as long-ears, which led to me backwards-applying it to my elf-like folk.

I started work on Kavis more seriously in the later 2010s: I started this forum in 2018 and ran my first Kavis one-shots in 2019.



Notes Pages - Contents

General and Miscellany
Songs and Poems (https://exilian.co.uk/forum/index.php?topic=6250.0)
Some Magic Notes (https://exilian.co.uk/forum/index.php?topic=6233.0)
On the Hanau (https://exilian.co.uk/forum/index.php?topic=5919.0)
On the Dwarves (https://exilian.co.uk/forum/index.php?topic=5544.msg118061#msg118061)
On the Duskfolk (https://exilian.co.uk/forum/index.php?topic=5920.0)
End of Year Celebrations around Kavis (https://exilian.co.uk/forum/index.php?topic=6589.msg149796#msg149796)
Philosophers from Kavis (https://exilian.co.uk/forum/index.php?topic=6687.msg150809#msg150809)
On letters, letter-carriers, and carrying information (https://exilian.co.uk/forum/index.php?topic=6791.msg153012#msg153012)

The Heart of the World
Covers the Heirophancy and the lands around the Dragonfly Sea.
On Heirophantic Religion (https://exilian.co.uk/forum/index.php?topic=6473.0)
Table Societies in the Heirophancy (https://exilian.co.uk/forum/index.php?topic=6571.msg149598#msg149598)
The Land of Dulshan (https://exilian.co.uk/forum/index.php?topic=6371.0)
The Land of Camahay (https://exilian.co.uk/forum/index.php?topic=6372.0)
The Lands of Palictara and Tullactara (https://exilian.co.uk/forum/index.php?topic=6446.0)
The Land of a Hundred and Fifty Lakes and Assehr (https://exilian.co.uk/forum/index.php?topic=6832.msg153941#msg153941)
Monasticism around the Dragonfly Sea (https://exilian.co.uk/forum/index.php?topic=6654.msg150454#msg150454)

Lands of Steel and Starlight
Covering Chardil, the northwest continent of the world's main regions, and the Starlit Sea.
The History of Chardil (https://exilian.co.uk/forum/index.php?topic=6235.0)
Some Lords and Vassals in Chardil (https://exilian.co.uk/forum/index.php?topic=5928.0)
Faith in Chardil (https://exilian.co.uk/forum/index.php?topic=6234.0)

Paths of Sea, Stone, and Sky
North & east of the Heart of the World. Covers the Wendings, Mav and the surrounding regions, the Shaigel, and the Fire Paths beneath the earth.
The Shaigel (https://exilian.co.uk/forum/index.php?topic=6655.msg150455#msg150455)
The City-state of Caracess (https://exilian.co.uk/forum/index.php?topic=6768.0)

Isles of Salt and Secrets
South & west of the Heart of the World. Covers the oceans, Verasine and its archipelago, and the deserts west of the Mattahars.
The Lands of Verasine (https://exilian.co.uk/forum/index.php?topic=6767.msg152421#msg152421)
West of the Mattahars (https://exilian.co.uk/forum/index.php?topic=6833.msg153942#msg153942)
On the Cheloniads (https://exilian.co.uk/forum/index.php?topic=5941.msg132365#msg132365)