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More rambling about a game setting.
There's a reason why I'm so fixated on running a game set in the 13th century in the area of the Novgorod Republic. There's several, actually.
I've often gone off on the idea that a good game setting needs to be on a frontier, away from civilization's controls. Howard's Conan lived in a world of widely separated city-states with barbarian tribes and hidden lairs, with real civilization off somewhere in the distance. This describes the period in Russia perfectly. The Novgorod Republic was an alliance of city-states that formed in the wake of the decline of the Kievan Rus' empire. Threatened by marauding Finno-Ugrik tribes and the constant threat of Swedish and Teutonic invasion, the cities banded together, but remained independent, acknowledging Novgorod the city as Gosudar' Gospodin Velikiy Novgorod (Sovereign Lord Novgorod the Great.) Still a lot of intriguing going on. And a lot of empty space on most sides to expand into.
Then there's the unique cultural milieu. We've done pseudo-western feudalism to death, frankly. Medieval Russia was a bit looser. You had the Boyars, who were a close as you could come to nobility, but tended to hold the title not through tradition, but through wealth and force of arms. There was a strong Athenian democratic tradition in the towns, with the Veche, a public assembly were all citizens of a town could discuss and vote on matters. Like appointing a prince if one was needed. This is not a setting with sneering nobles in high castles, but rather one were guile and intelligence win the day!
Finally, there's the time period. The 13th century is an exciting time in northwestern Russia. The disintegration of the Kievan Rus' in the face of internal dissent and the minor fact that in 1223 the Golden Horde comes knocking is a strong plot point. You want adventure? Imagine being a Covenant of mages charged with protecting a town from a thousand Keshiks! Maybe you could hide the town in a lake...
But yeah, really like this approach. You;ve got Mongols, Byzantines, Teutonic knights, and plotting petty nobility. Who could ask for anything more!
I've often gone off on the idea that a good game setting needs to be on a frontier, away from civilization's controls. Howard's Conan lived in a world of widely separated city-states with barbarian tribes and hidden lairs, with real civilization off somewhere in the distance. This describes the period in Russia perfectly. The Novgorod Republic was an alliance of city-states that formed in the wake of the decline of the Kievan Rus' empire. Threatened by marauding Finno-Ugrik tribes and the constant threat of Swedish and Teutonic invasion, the cities banded together, but remained independent, acknowledging Novgorod the city as Gosudar' Gospodin Velikiy Novgorod (Sovereign Lord Novgorod the Great.) Still a lot of intriguing going on. And a lot of empty space on most sides to expand into.
Then there's the unique cultural milieu. We've done pseudo-western feudalism to death, frankly. Medieval Russia was a bit looser. You had the Boyars, who were a close as you could come to nobility, but tended to hold the title not through tradition, but through wealth and force of arms. There was a strong Athenian democratic tradition in the towns, with the Veche, a public assembly were all citizens of a town could discuss and vote on matters. Like appointing a prince if one was needed. This is not a setting with sneering nobles in high castles, but rather one were guile and intelligence win the day!
Finally, there's the time period. The 13th century is an exciting time in northwestern Russia. The disintegration of the Kievan Rus' in the face of internal dissent and the minor fact that in 1223 the Golden Horde comes knocking is a strong plot point. You want adventure? Imagine being a Covenant of mages charged with protecting a town from a thousand Keshiks! Maybe you could hide the town in a lake...
But yeah, really like this approach. You;ve got Mongols, Byzantines, Teutonic knights, and plotting petty nobility. Who could ask for anything more!