Re: our chat about setting. I suggest we let the finer points be determined in play, but definitely stick with a non-specific era/culture to draw inspiration from. Sort of like the early D&D cover art and illustrations.
Maybe Cassius's neck of the woods is Romanesque. Strong republic, patron deities, stuff like that.
Maybe Ajax's old haunts are cypress-dotted islands with sharp cliffs and smouldering fissures. Small city-states, colourful biremes, hilltop shrines. Greco-fantastic stuff.
I'll trust Edwyn and Mithralan to tell us about their homelands when we delve into that first dungeon. Cool questions might be "What here reminds you of home?" or "There's something familiar about this statue/book/gate. What is it?"
Some things to keep in mind if we want to go the ol' Sword & Sorcery route:
• Heroes are heroic. Not always successful, but never outright klutzes.
• Exotic locales. Fantastic but also grounded.
• Exotic monsters. Very few 'races' of monsters. More singular or unique monsters.
• No real central authority. Despots, sure. But little control beyond what's immediate.
• Societies are malleable. Squeeze a little and they change.
• Old civilisations tend to be decadent, degraded, and debauched.
• Isolated savages likewise, though the vices may differ.
• Gods tend to be distant and benevolent, or present and wicked.
• Humour is fine! Slapstick is not.
Anything on the list should be celebrated or overturned as it suits us. After all, Elric is a drugged weakling, and Conan is a polyglot conversant with pre-human sorcery. It's not like the source material never breaks it's own conventions.
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