Category: Worldbuilding

Honours Blog #22 – Modding Process: Provinces

Welcome to the second part of the Modding Process posts! These posts will go in-depth on the actual steps used as well as any considerations that need to be taken when doing it. This time I’ll be covering one of the most important aspects of EU4 Modding: Making Provinces, covering both the drawing of provinces on the provinces.bmp as well as the actual editing of the province stats itself (which was partly covered here).


Provinces Process

Drawing provinces is exactly what it sounds: drawing a shape (of a province) on Photoshop! As mentioned in the EU4 Map Modding Basics each province has its own unique RGB and ID which is stored in the adjacencies.csv file – for ease of development I kept the vanilla adjacencies and use the same RGBs they used so I can essentially copy the colours on the vanilla provinces.bmp and draw them onto my own custom one. Because of this any provinces I draw on my map will have the same statistics and name as their vanilla variant (eg if I take the RGBs for Paris and put it in my map, i’ll have the province of Paris in my map).

For this process I use Photoshop which has my master file containing all the maps and my provinces numbers.psd which contains a map of the vanilla provinces and their IDs. For editing each individual province file itself I use Notepad++ as well as the Clausewitz Scenario Editor.

Drawing the Province

  • 1. Use the Photoshop Eyedropper tool on the provinces numbers.psd and select the next ID onwards’ RGB (I go in numerical order to organize it, eg draw province ID 1 then ID 2, etc)


Drawing a province – led by an outline to be filled in soon after – note the transparent map so I can see any terrain below
  • 2. Draw the province using the RGB on the master file, for considerations:
    • -Density: the more developed or populated a province is usually dictates its size. Developed regions have smaller provinces whilst less developed ones don’t. Compare for example Europe vs the Mongolian Steppes.
    • -Natural Borders: compare with the terrain and rivers map and see if there are any hills, rivers or forests nearby that could dictate the shape of the province
    • -Internal or External: is the province well within a country? If so it doesn’t need to adhere to natural borders and can be more messy. Provinces that form the borders between two independent countries are more likely to adhere to Natural Borders as they are more defensible and a clear boundary
    • -General Vibe: not so much worldbuilding but just pure design. Is the province aesthetically pleasing/believable? For example we might have multiple provinces that are drawn vertically and look odd – why not throw a horizontal one in there to make it less like a stack of canned sardines!


  • 3. Check for any mechanical inconsistencies/faults by loading the game. Common ones include:
    • -Incorrect RGB: likely due to human error, game works but will just be an empty province
    • -Duplicate RGB: again human error, game works and province just appears twice as the same entity
    • -Stray Pixels: causes provinces to have small holes in it and look odd, can be fixed by simply going back into the photoshop file
    • -Barbed/Sharp shape: caused by drawing the province too oddly, for example a really long 1-pixel wide line that just shoots out from the middle – as a guideline I try to keep provinces as naturally smooth as possible (it’s okay for it to look slightly odd but you can generally tell if its too much)


Editing individual provinces

  • 1. Open up the Clausewitz Scenario Editor and select the province which should open up its history file


  • 2. Replace the contents with a template from an existing modified province (eg copy and paste another province’s contents into it)
(Left) Vanilla Provinces file, (Right) Modified Provinces File

In addition to this I looked at existing provinces to see their stats to help compare better:

  • -Paris has: 11 Tax, 11 Production, 10 Manpower (near our timeframe, the 1500s, Paris had around 225,000 people living in it)
  • -Venice has: 10 Tax, 12 Production, 5 Manpower (around 110,000 people. Note how Production is higher than Paris, possible due to its status as a mercantile city)
  • -London has:  8 Tax, 8 Production, 6 Manpower.
  • -London in 1741 has 18 Tax  18 Production, 8 Manpower. (London was the most populous city in the world bar Beijing, with an est. 700,000 people at this time)

Manpower is quite confusing as I originally thought it to be how population-dense a province is, but after looking at the Chinese/Indian provinces (which have a lot of people historically) they usually have 1-2 average Manpower so that obviously wasn’t the case! In the end I couldn’t find a clear definition so settled on one: the amount of fighting-fit population (this explains why high Tax/Production and historical population provinces like Chinese Nanjing with a whopping est. 487,000 population only has 3 Manpower in EU4. After all, the Chinese were known for their Confucian Bureaucracy and focus on trade whereas Europe which has higher Manpower provinces as it was all about its knightly warrior-castes, feudal wars and peasant levies)


So in terms of considerations the most important things are:

  • -Where is this province: if its a developed part of the world its got higher Tax, Production and Manpower (from vanilla province the former two usually go hand in hand, eg if a province has 8 Tax it has 8 Production).
  • -Whats the terrain type: provinces in less hospitable terrain (hills, mountains, deserts) will have lower stats whereas flatlands, coastal and river provinces will be higher (flatlands as its easier to build on, see Northern Italy – coastal as it has access to sea trade – river as it has access to river trade)
  • -What trade goods do they make, this is usually dictated by environment: (info taken from vanilla EU4)
    • -Glass, Paper or Cloth: richer urban provinces
    • -Grain, Livestock and Wool: poorer rural provinces, wool is seen in mountainous/hilly terrain
    • -Fish: coastal provinces
    • -Salt: either from some marshy provinces or from mines (can be anywhere, though mountainous/hilly terrain works well)
    • -Wine: southern/mediterranean climate provinces, usually along rivers
    • -Iron/Copper/Gold: Mountains or hill provinces
    • -Naval Supplies: some coastal provinces, or wooded inland provinces (aka strong wood for ships)
    • -Spices/Cotton/Sugar: can take place of the other rural trade goods in southern regions, Spices dominated Indonesia in history
    • -Tea: Hilly/mountainous regions of the East
    • -Tropical Wood: Forested areas of the East
    • -Gems: usually mountainous provinces, very rare!
    • -Silk: its from silkworms so the China-equivalent, though silkworms can be stolen and taken anywhere as the Byzantines did in history
    • -Chinaware: rich urban provinces in the China-equivalent, though my setting has no equivalent so maybe elven provinces?
    • -Dye: seen in Indian provinces so their equivalent in my world
    • -Incense: seen in Arabia and the East
    • -Ivory: seen in African climate regions
    • -Slaves: seen in Africa, either major sources of slaves or major slave-trading hubs. In my setting it’ll be different, the Gnolls were known slavers so their provinces will be sources of it. The Orcish Greentide will also end up with many orcs being enslaved both by their opponents and other orcs themselves.


Adding provinces to areas and regions

Each province belongs to an area, and multiple areas belong to a single region. Each region then belongs to a superregion and each superregion belongs to a continent!

For example, the province of “London” belongs to the “East Anglia” area, which belongs to the “Britain” region, which belongs to the “Western Europe” superregion which is in the continent of “Europe”.

(Left) Area Map, (Right) Region Map in my mod
(Left) Area File, (Right) Region File

Determining what provinces fit in each area is dictated by not only geography (eg they are nearby, they are all in a forest, they share a river, etc) but also culture (same peoples) and owners.

Areas form the administrative regions of EU4, in which they can either be a territory or state.

A territory can only contain temporary cores (ie they are lost when the province are lost) but can be turned into a state and gain permanent cores (though you can only have a certain number of states).

Owning all of an area is advisable as it allows you to enact Edicts that affect a wider amount of provinces as well as the fact that states can also have lower autonomy, meaning they are more efficient at generating income.


References (2007). Available at: (Accessed: 21 November 2017).

Ming dynasty | Chinese history (2017). Available at: (Accessed: 22 November 2017).

Honours Blog #20 – Modding Process: Rivers & Revamping Corvuria

Haven’t posted in a while but I’ve done quite a bit since the last post so I have a bit of a backlog to fill!


Shrinking Corvuria

One of the places I’ve not talked about is Corvuria, which draws a lot of inspiration from Transylvania and the Carpathian Region: a large mountainous shield with vast unforgiving forests, plains and marshland.

As such Corvuria served as border between the Dameshead Region and Sarhal (the southeast) and I had a large unforgiving swamp taking up most of the place. A deadly location felled and dissuaded many armies that tried to march across to reach the other side.


However I realized that Corvuria would be a massive country in the map but have very little depth to it in terms of provinces as over 3/4 of it would be barely hospitable marshland!

(Left) Old Corvuria, (Right) New Corvuria

Therefore I ended up moving the mountain shield border down and shrinking the marshland (known as Daravan’s Folly) by about 1/3, this ended up with:

  • -a smaller marshland but still served the purpose of being a deadly crossroads region
  • -a (slightly) smaller Corvuria on the map which makes it more reasonable with its actual strength as a country
  • -more space for Escann (Eastern Cannor) meaning more space for Greentide-related action and countries! (probably the most important thing here)


Rivers Process

With the modification of the Corvurian region I also needed to change the rivers that flow throughout the province, so here’s a look at the process surrounding that.

As mentioned before you have to be pixel-perfect with the rivers as well as having to stick with the specific color index required by the game.

(Left) Rough Rivers, (Right) Refined Rivers

When I place new rivers I usually have it overlayed ontop of the terrain map. This is so I can use the terrain map as a reference to influence the flow and direction of rivers, for example: rivers flow from high ground so they start at mountainous regions (the white bits) and they always flow to the path of least resistance, meaning that we have to avoid any hilly terrain and the like (the dark green bits). In addition to that I use the rivers as the border of the Daravan’s Folly marshland.


  • 1. My first step is usually drawing a rough outline of the river paths, not caring about being pixel-perfect but just to have an overall feel of where the rivers are going and where they cover


  • 2. After that I zoom in and go into detail to refine it all, enforcing the 1-pixel-width rule (as they won’t be registered otherwise) and adding the various connectors for converging rivers (the red pixels). During this time I also change river depth using the different colors available (darker blues means thicker and deeper rivers).


  • 3. Then I load up the map to see if they appear – if they don’t then its either:
    • -a portion of the river is 2 or more pixels wide, not adhering to the 1-pixel-width rule
    • -a portion of the river isn’t connected properly (no corner/diagonal connections!)
    • -a red/yellow connector pixel isn’t properly placed
    • -a green source pixel isn’t in place (rivers need 1 green pixel to just tell the game “this is where the river starts”, a huge river with 7 smaller ones connecting to it still only needs one at the start of the huge river)




Honours Blog #17 – More Provinces (Dragon Coast, Lorentish Approach, Gawedi Moors)

So when I was writing that previous post about Anbennar lore intro I realized that its pretty hard to convey info without proper maps, so I changed up my worldbuilding/modmaking process a bit: instead of fleshing out Lencenor completely I decided to fill out the rest of the main parts of the map, namely where Gawed and The Empire of Anbennar would be.

This post details some of the provinces I’ve done just now, namely Lencenor’s northern neighbour: The Dragon Coast, the Lorentish Approach which is the border between Lorent and Gawed as well as the Gawedi Moors, a moorland area where a bunch of rebellious moor lords against Gawed would rise.

Hopefully this post will show a bit more in the processes I undertake when adding new provinces.


General Overview

Terrain Map

In short: Green = Flatlands, Dark Green = Hills, Brown = Mountains, White = Mountain Peaks, Blueish = Marhsland

Provinces Map (with new provinces)

So as a general overview here’s both the terrain map and the provinces map. Since the terrain for this region is pretty much sorted I can use it to influence where I place provinces in addition the rivers map which you’ll see below.

The Dragon Coast

The Dragon Coast

The Dragon Coast is named that because when I randomized the terrain a bit it like a dragon or some sort of beast at the western end (see the jaw?) and I decided to just roll with it – I figured, like the Dameshead, that any cartographers (mapmakers) would see the similarities and just go “Oh it looks like so-and-so so lets name it that”.

This region was mainly inspired by the highlands of Scotland so you can see the majority of the region is hilly along with the smaller shattered islands like the Hebrides. From my research apparently this was because of the ice age, and as glacial ice melts we get mountainous and jagged-coast environments like this – which is the same as how you get fjords over in Scandinavia.

In terms of lore I decided that the Dragon Coast would have some sort of hill-dwelling folk. I opted out of just regular hillsmen humans and I looked into the Forgotten Realms wiki and realized that fantasy creature kobolds would fit the bill.

I also read that kobolds were the main enemies of gnomes, so decided that gnomes could live in the lower hilly areas as well as the flatlands. From that the gameplay element/objectives came in: for gnomish players they would have to fight back the kobolds and unify the Dragon Coast.

With that I added history around this, that the entire region had been controlled by the Gnomish Hierarchy before the Dragonwake (when dragons woke up essentially, more on that later!). But when the Dragonwake hit it also woke up the kobolds (who were often servants of dragons and reptilian themselves) and they ended up invading the gnomes, destroying the Hierarchy and banishing the majority of them outside the Dragon Coast to Portnamm and Nimscodd (which are already existing countries as seen before).

When creating provinces for this I decided that it shouldn’t be as dense as for example Lorent or The Empire, so provinces are generally larger. There is a higher concentration of provinces in the flatlands (as you can easier develop urban areas there, see Italy’s northern flatlands) with a lower concentration of provinces up in the hills and mountains.


The Lorentish Approach

To the east of that dark dark blue river is the Lorentish Approach

Across the Widderoy River (that dark blue river) is the Lorentish Approach – which is basically named for what you’d expect: to get into Lorent you need to go through this place.

This area is also part of the Small Country (ie halfling land) but instead of being part of Lorent its part of its rival, Gawed. I figured as Gawed is a less urbanized and not as rich as Lorent that the provinces here would be bigger as well. Lorent had owned the majority of the Small Country for longer (as this is their native land of Lencenor) whereas Gawed’s gains in the Small Country were from failed invasions of the past so I figured they wouldn’t have as much time to develop their provinces.

At the top of the Lorentish Approach and at the tip of the Dameshead is that little dark green provinces with a river going through it: that’s Vertesk.

Vertesk is Gawedi by culture but their ties to the rich Dameshead sea and the other city states there made them align with the Empire of Anbennar, so they are an imperial county instead. This adds a hook for Gawedi players as they will start without any sea provinces, but conveniently there is a very rich naval city-state right on their southern borders which will surely drag Gawed into war with The Empire.


Gawedi Moors (The Westmoors)

The Westmoors (with transparent provinces so I can see terrain)

Above you can see a slightly different view, with shows my provinces being slightly transparent. This is my default view when I’m adding provinces so I can use the terrain as well as the rivers to influence where the provinces lie.

Generally if a province is a border between two countries I’d stick to natural borders such as rivers or mountains (as you can see in the Lorentish Approach above, Lorent and Gawed’s border is the Widderoy river) but this also goes for just generally distinct areas. So here in the Westmoors the provinces go where I put the blueish marshland province color, as the Moor Lords are very territorial against their Gawedi kin.

My main inspiration for Gawed was England, specifically the North of England (and I guess in proxy, The North in Game of Thrones). It’s a gruff land full of gruff people. I read Wuthering Heights back in school so this was the main inspiration for the Westmoors: a vast track of land that can be barely controlled by man (and therefore the Gawedi King).




Honours Blog #16 – Bay of Wines

With the Lencenor region being essentially the entire Kingdom of Lorent I decided that to help balance out the game I needed to include some rival independent lords that would stand in the Lorentish King’s way. In Europa Universalis 4 France is sometimes regarded as the “big blue blob” as they often become very powerful and take over a lot of provinces and countries (becoming a huge blue blob on the map) – however this is delayed for a few years as France in 1444 is not fully united:

France in the 1444 start
  • -The Duchy of Provence owns 4 provinces within France proper, as well as a Personal Union (meaning they control) the 2-provinces of Lorraine in Germany
  • -The Kingdom of England owns 7 provinces in the north and south of France, a remnant of their Angevin Empire and also acause of the Hundred Years War
  • -The Duchy of Burgundy owns another 6 provinces and 3 minor countries in the Netherlands
  • -Brittany still remains an independent nation and not part of the French Kingdom at all

With this France has to first finish the Hundred Years War and take back land from England, as well as figure out how to deal with Provence and Burgundy to take all the lands in the French Region under their control. In addition they’ll have to decide whether to take on Brittany (and whomever their allies are) and create the modern French borders we know.


With consideration to this, I decided to do the same with Lorent! Lorent on its own is even more of a powerhouse than France will be, as the region in my world is even larger and full of more provinces: so I’ll have to bring this divided kingdom theme up to 10.


The Wine Lords of Lorent

With this I was adding trade_goods (such as grain, iron, or wine) to provinces and remembered that one of France’s main exports is wine! So I decided to play around with that as a reason for powerful lords to rise up against their King: The Wine Lords of Lorent.

I knew that many famous wines were essentially named after their home region (Champagne, Armagnac, etc) and decided I could kill two birds with one stone: I was having issues with naming provinces and now I can put a name to a Wine Lord!

With that I went through various names to essentially find out what kind of fictional wines worked best. By then I had already created the Duchy of Sorncóst (meaning Southcoast in my version of Elven) and decided that a “glass of Sorncóst” works pretty well. I also had another country (not in Lorent but might as well) Pearlsedge and decided having a white wine called “Pearl” sounds cool too, and thus the “Pearl Vintage” and “Pearl Modern” was born, and with it the provinces of “Old Pearlywine” and “New Pearlywine” respectively.

I also had a prominent river running from Lorentainé (the capital of Lorent, meaning Lorent-by-the-river) westwards to Deranne that had more wine lords such as Rubenaire (meaning Ruben’s City), Madelaire (meaning Madaléin’s City) and Eilísin (meaning Eilísbrook) that were dotted along the river.

Though I did have an issue at first: the river flowed west and up and the Bay of Wines was south – so how did that add up?

I ended up moving the river to flow south and exit at the Bay of Wines instead!

Development Map essentially shows how rich a province is, green meaning richer (note how the Bay of Wines is much richer than the other provinces nearby, such as the Lorentish Flats to the west near Parma)


Trade Goods Map showing the Bay of Wines

Note the wine-making provinces along the Bloodwine River (that flows through all the major cities above) and the poorer trade good provinces that make grain in the Lorentish Flats to the west.

The same political map as shown before

Of course the Wine Lords aren’t much of a threat if they are relegated to just the Bloodwine River and the Bay of Wines, so I gave them other provinces throughout Lorent.

Here we can see Rubenaire flow south into the lands of Sorncóst (a Wine Lord that has no power in the Bay of Wines, which will be a possible objective for them) as well as provinces to the north of Rubyhold up north. Eilísin also has provinces west in the Lorentish Flats as well as some within the Empire of Anbennar itself right next to Wesdam. I also made Madelaire a Personal Union partner of the Imperial Duchy of Wesdam so that Lorent will have to fight their former allies, Wesdam, as well as The Empire of Anbennar if they want to truly unify all Lorentish lands.

Other players in the Bay of Wines include Wineport, the richest wine city of them all ruled by merchants who export the other’s wine above, as well as the Minaran Temple – a religious group following the Minara, the Goddess of Celebrations and Lust, who have also been an active player in the wine business. The Minaran Temple came about as I was looking at the history of wines and realized that many monks made wine in their spare time, with the most famous being Dom Pérignon.



Amerine, M. (n.d.) Wine, Encylopedia Britannica. Available at: (Accessed: 26 October 2017).

Big Blue Blob – Europa Universalis 4 Wiki (2017) Available at: (Accessed: 26 October 2017).

French wines and wine regions of France (2017) Available at: (Accessed: 26 October 2017).



Honours Blog #15 – Anbennar Setting Intro

Anbennar is a fantasy setting set in the world of Halann. The world exists within the low fantasy genre, focusing more on a grounded and realistic environment that is influenced by magic and other fantastical elements but not driven by it. In general, think The Witcher or George R.R Martin’s A Song of Ice and Fire instead of Lord of the Rings or Eragon. The setting will focus on the political machinations or its inhabitants, and the strife and conflict that it will cause.

Anbennar earns its namesake from the elven word for “communion” or “unity”, and has since become a term to refer to The Empire, a once-dominating force of the land ruled by the magic-using magocracy.

The main land of focus is Cannor, the equivalent to our Europe, and is a place where many of the world’s greatest events and wars have and will take place.

The setting will focus on the gunpowder fantasy subgenre, which will explore: “What happens to a fantasy world when we surpass the Middle Ages?”


Elvenkind and the Divine Regency

The sky goes black. Ashes cover the known world. Floods occur, volcanoes erupt, empires collapse. It has everything in it as an Omen of the End Times. But it wasn’t.

This was the Day of Ashen Skies. The day that the world shook. The day that the dwindling magics of the world was reborn in new fire.

1000 years after that fateful day, the mysterious elves arrived right in the middle of feudal Cannor. The elves helped the feudal lords fight back against the evil sorcerer King of Castanor (named the War of the Sorcerer King) and won the respect of the human, halfling, gnomish and dwarven inhabitants of the land. (this is essentially your typical war between good vs evil that typical fantasy settings have)

Over its short life in Cannor the elvish culture and language began to dominate the courts of kings and nobility, and such many of the nobility themselves have elven blood within them, becoming what we regard as ‘half-elves’ in normal fantasy setting. In Anbennar being a half-elf means you’re nobility, more often than not.

For a long time the elves had believed in the concept of Divine Regency, in which their history traced back to when the gods had created dragons as their regents on Earth, and after their fall the elves were chosen to succeed them as the new rulers of the world – but with the collapse of their old continent and empire that clearly wasn’t the case.


Anbennar and the Magocracy

Along with the elves came a greater understanding of magic and with it the practice of magic was spread to their newly found neighbors. Over time many powerful mages banded together to stop the period of strife known as The Interregnum, when various petty warlords had ruled and squabbled over the land, and created a new Empire in which the various petty lords were to fall under as vassals, or else. And such the Empire of Anbennar was born, and with it a new age of stability.

With the advent of Anbennar came a new thought to the concept of Divine Regency: what if instead of race, it is the ability to wield magic? Dragons wielded magics, and elves too, so what if that was the common denominator? With that the Regent Court rose as the new religion which mixed the concept  of Divine Regency with the Cannorian Pantheon of old.

Eventually many realised that having mages to rule wasn’t a very good thing, as they would often spend more time being mages rather than rulers. The Wars of Rule occurred between the Magisterium, the ruling body of Anbennar, and the various half-elven noble families of the land. Eventually an accord was met: the leadership of Anbennar would be split into two: The Emperor, a noble of magical blood – and The Grand Magister, the magical and religious representative that would guide the Emperor himself.

In the end, Anbennar was no longer an Empire ruled by magical peace, but instead just another squabbling realm full of upstart nobles and dynastic feuds like all-time before.


The 1444 Start

In the year 1444 in which the game starts there are two major events that have happened within the world of Anbennar.


The Lilac Wars

Simply put, the Lilac Wars was a dynastic war of succession over who would become the next King of Lorent (a powerful kingdom that lies west of The Empire of Anbennar). The war was between the Grand Duchy of Dameria, one of the most powerful imperial duchies of Anbennar and also its Emperor, and the Kingdom of Lorent itself. The war lasted nearly a hundred years and is seen as the “final medieval war” much like its Hundred Years War equivalent in real history.

In the end, the Grand Duchy of Dameria lost its Damerian Emperor and was set upon by both Lorent and its former imperial allies. Dameria was destroyed with its only remnant being the Duchy of Wesdam which had fought against it during the war (as Wesdam had closer ties with Lorentish nobility than Imperial)

A new age beckons, and the greatest power of them all, Dameria has fallen, and many nations will seek to fill the vacuum it has left.


The Greentide

In 1424 the Eastern Kingdom of Castellyr (the remnant of Castanor of Sorcerer King fame) was beset upon by the greatest orcish horde the world had ever seen. Orcs emerged from all corners of the Serpentspine Mountains, seemingly done with destroying the remains of the old Dwarven holds that lingered there, and set upon human lands.

With the Lilac Wars in full force the eyes of the world was turned away from the Greentide and Castellyr was destroyed within days; and many fled to the safety of Anbennar to the west, bringing its economy to its knees. It was only until 1444 (our start year! And 1 year after the Lilac Wars) that Corin, an orphaned girl from the advent of the Greentide, rallied the first wave of the Lilac War veteran Marcher Lords and destroyed the Orcish Vanguard that was heading straight into the heart of Anbennar.

While Corin’s victory and sacrifice may have destroyed any semblance of unified orcdom, the entire eastern portion of Cannor still lies in the hands of orcish invaders.

The eastern corpse of Castellyr lies ripe for conquest. Many adventurers flock east for a new life after the Lilac Wars, for fame and fortune, or even just to push back the orcish threat.

This war will be a long and hard one, and will make the 100-year Lilac Wars seem short. The advent of gunpowder approaches: will that turn the tide once and for all?


The Balance of Power

Will the orcs unify and conquer the known world? Or will new adventuring factions and kingdoms rise in the ashes of Castellyr? Surely, whatever comes out of the Greentide will surely affect the balance of power against the old nations of Cannor.

Oh, and soon, an unlucky explorer will rediscover the ruined continent of the elves. What mysteries will this new land unlock? And what colonial ambitions will it ignite?




  • -Fantasy world focusing on the post-medieval timeframe
  • -Themes include the Divine Regency, which offers obscurity on what the gods have planned for the world and noone really knows who’s actually “in the right”
  • -Other themes include the Technology vs Magic and the Fading of Magic itself as the mundane takes over
  • -Elves are new. Instead of being around since forever, elves in my setting pop-up during medieval times. How will feudal lords react?!
  • -The Greentide is the call to adventure: its a place where your typical adventuring stories can grow, and it offers a common enemy to fight
  • -The Greentide is a game changer: it is the battlefield where guns earn their fame, and it is the battlefield where new empires will grow and shatter the balance of power
  • -The New (but actually old) World: Colonial ambitions can grow as usual, but there is a personal vindication to elves and half-elves to re-explore and re-discover their ancestral lands and figure out what actually happened




High Fantasy – TV Tropes (2017) TV Tropes. Available at: (Accessed: 26 October 2017).

Low Fantasy – TV Tropes (2017) TV Tropes. Available at: (Accessed: 26 October 2017).


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Paolini, C. (2013) Eragon. New York: Alfred A. Knopf.

Tolkien, J. R. R. (2007) The Lord of the Rings. London: HarperCollins Publishers.


CD Projekt RED (2015) The Witcher 3: Wild Hunt – PC [Video game]. CD Projekt.