[Insert Setting Name Here] [1]
I've decided to attack setting once again, this time to guide me in making a list of rules for a game I'll probably never actually play. Earlier setting posts will be cannibalized for anything good, and more likely this series of post will be cannibalized for anything good by a later series of post.
That which has been is that which will be, and that which has been done is that which will be done. So there is nothing new under the sun. Is there anything of which one might say, “See this, it is new”? Already it has existed for ages which were before us.
A Smattering of Thoughts
“Salt preserves food and burns wounds.”
“The best raindrop is the one barreled.”
“Everyone is someone to somebody.”
“A barrel too small is a journey too short.”
“You need both sets of eyes to see.”
“Sun above, salt below, wind beside, but a man’s closest friend is his clothing.”
“The pit spider’s favorite meal is the person unaware.”
“As the metal, so the person.”
Perhaps it is best to view the world through the perspective of a map. If one were to look in the center, a sizable saltwater lake would be there with a few, smaller bodies of water scattered around it. Surrounding the saltwater lake would be the remnants of its former glory - a salt flat instead of an ocean. Towards the extremities of the map are massive mountain ranges. Their forms are obscured by the heat of the day. Their forms cut a tear against the starry skies.
What's on the other side of those mountain ranges, you ask?
No one knows and you'll never find out.
Thus, the egg in the frying pan of a world is visualized. It is a world of burning heat, freezing night, biting wind, stinging salt, and, most importantly, very little drinking water. The entirety of existence revolves are the cultivation, storage, transportation, and use of clean water. Wars are fought over the stuff; exiled criminals raid caravans for clean water; the use of animals in agriculture is limited because they require so much water; agriculture itself is irrigated and limited to ration water.
The economy is based on water. While various items have value, at the end of the day, their value is determined by how much water it can be exchanged for at the temple. The temple is the center of civilization. Within the temple the god of storms is worshiped and the god of salt is despised. Storm priests perform their rituals to summon rain; salt priests exorcise the briny, brackish water of its salt so it can be consumed.
Most buildings are dug out of the crusted earth, glorified funnels for rainwater. Homes are underground with large stone slabs as roofs at ground level, tilted to collect rain water in massive barrels for each family. Temples are large underground complexes with the greatest cistern systems to hold the greatest amount of water. In dire times, the temple has great stores of fresh water to distribute. Other public buildings and areas, like markets, courtyards, theaters, schools, are also underground. All of this to protect against the stripping, salty wind which never seems to tire.
Clothing is light-colored, lightweight, and multi-layered. This protects against the sun and wind while allowing the body to stay cool, reducing water consumption. The face is covered in a thin veil to keep the salt off and the eyes are covered in a pair of goggles. Usually only general build and height can be discerned on anyone outside; the rest is covered. Many wear certain colors to reflect where they are from. Often people have personal carts attached to them instead of animals to further cut down on water consumption when traveling.
Killing is somewhat taboo due to the harsh conditions. A dead person is of no help and attracts scavengers. Combats end with broken bones and unconscious foes more often than dead enemies. What to do with the losers boils down to two options:
- Take all their stuff and sell them into slavery. Thus, they are not a burden to you and you have more resources to acquire water.
- Take care of them until they are healed and send them on their way. They may be in a position of power over you one day; mercy given often has mercy returned.
The need to survive and the recognition that every living person can help do that is often elevated above any reason to kill someone.
This even applies to animals hunted for food. Blood spilled is water lost, so most hunt with blunt weapons so as to concuss or cripple animals. These are bled and the blood is collected to be boiled for more water. Water is the key ingredient to life and the earliest lesson learned was not to waste it.
As such, most common weaponry is blunt: clubs, hammers, and snubbed arrows. Sharp slashing weapons or pointed, stabbing weapons are viewed with suspicion by many. Some civilizations outright ban such weapons. Most weapons are also made of wood, halioss, or stone instead of metal. Metal is eaten alive by the flats, whereas wood and stone are far more resilient. All scabbards are well oiled and all metal materials are meticulously maintained. Metal in a corroded or rusted state reflects on the person who uses it; civilization looks down on those who allow their metal implements to be eaten.
Halioss is a special kind of material made by letting bones out in the elements. The salt binds to the bone, making an incredibly brittle but incredibly deadly material called halioss. Halioss immediately begins desiccating any exposed skin it touches. It is a most horrific way to die and some would argue to live through it is an even worse punishment.
It is a harsh, unforgiving world where you are more likely to die of dehydration than anything else. And that's saying something, because the wildlife is brutally efficient in killing. Large funnel spiders, salt worms, brine drakes, mud worms, carnivorous mangroves, and many others seek one thing like humanoids do: water. Unfortunately for us, we have a lot of it, making us prime targets.
Those who travel do so with a pull-cart, a twoboiler, and a spade at all times. These, plus clothing and goggles, are more important than anything else besides fresh water. The pull-cart carries excess belongings, the twoboilers produces fresh water from salt, and the spade allows you to dig a shallow pit to escape the worst of the wind (it also aids in making shallow graves).
Life is hard, but there is hope spoken around tables underground and between those laying just inches below the crust. The mountains have long been said to contain freshwater - holding it like a bowl and often overflowing down their backs. Others speak of a great flood which will come, the deluge of which will be so immense as to restore the lake to its former glory.