The Curse of Steel: Some Background Notes

The Curse of Steel: Some Background Notes

The setting for The Curse of Steel is a region whose name will translate as The Great Lands (the constructed-language word is probably something like Mortalani). This is a region roughly analogous to western Europe (or north-western Middle-earth, if I’m being honest) which has just about completed its transition to the Iron Age.

The primary inspirations here are Tolkien’s legendarium, and the fantasy of another British author: Michael Scott Rohan. From Tolkien will come the general shape of the world map, and a few pieces of back story. From Rohan will come a more Darwinian approach, in which the divine powers aren’t all so benevolent to humans, and societies are rooted in the long prehistory of a world that wasn’t created for their benefit.

The Peoples

At present I have five “races” (more accurately, hominid subspecies) in mind for this setting.

Elders

The Elders are a very ancient population, ancestral to all the others. Think of these as highly evolved and sophisticated homo erectus.

Elders tend to be shorter and more gracile than humans, but they are strong and quick for their size, and are immune to aging or disease. They are not by nature more intelligent than humans, but they have many ages of traditional wisdom to draw upon, and they have considerable natural talent with magic. Their natural lifestyle is that of intensive hunter-gatherers. When they have the opportunity, they will sometimes maintain small sedentary communities in order to practice more advanced arts and crafts.

The Elders are almost extinct in the mortal world. Most of them departed from the world long ago, to live in the divine sphere with the benevolent gods. Some return from time to time on specific errands, always apparently arriving by sea, so individual Elders and even small groups are sometimes seen.

Smith-folk

The Smith-folk are about as tall as humans, but they are stocky and extremely strong. Think of these as resembling homo neanderthalensis, although with better manual dexterity and more advanced material culture.

The Smith-folk learned advanced crafts from the Elders in ages past and are now known as the best stone-workers, wood-workers, and metal-smiths in the world. They are very clannish and insular. They tend to live in small communities within reach of agricultural society, where they can trade their craft-work for food. When that doesn’t work out, they will often revert to a hunter-gatherer lifestyle (or turn to brigandage).

Sea-folk

The Sea-folk are small hominids, about half the size of humans, not very strong but quick and nimble.  Think of them as homo floriensis who have taken to more advanced tools.

Sea-folk originally evolved on a chain of islands far away on the other side of the world, where they followed an intensive hunter-gatherer lifestyle. Centuries ago they encountered human sea-farers, and took to that life with great enthusiasm, making themselves so useful that every sea-captain sought them out. Today, they can be found in coastal communities everywhere.

Sea-folk are very gregarious, curious and imitative, good at picking up languages and mimicking local customs. They are superb sailors and fishermen, but are also known as thieves and rogues.

Humans

Humans are the default population from which my protagonist and most of her peers and rivals come. They are biologically and sociologically identical to homo sapiens sapiens, modern humans from Earth. They are the most diverse of the peoples of the world, following many lifestyles and living at a wide range of levels of technology.

In ages past, some human populations interacted with the Elders and learned a great deal from them. Transplanted to a minor continent amid the Western Sea, these were among the first to develop an advanced civilization. Today they are great sea-farers, traveling all over the world to trade with the peoples they find. In the Great Lands, they have begun to establish permanent settlements on the coasts, and their relationship with the indigenous peoples is turning greedy and exploitative.

Other humans developed civilization independently and are beginning to establish large empires of their own, but these have generally fallen under the domination of cruel and greedy gods. My protagonist is from a more “barbarian” culture, technically advanced but still at a tribal level of organization. Most human societies in the area where the story takes place are blended from ancient hunter-gathers, farmers who moved into the area in more recent millennia, and a warrior elite who arrived even more recently with their distinctive customs, language, and military technology.

Beast-folk

Beast-folk are the “youngest” of the major hominid subspecies, bred by malevolent gods in the last few thousand years. They have no close analogue in our own prehistory.

Beast-folk were bred to be carnivorous pastoralists, living on herds of horses and cattle on the broad plains east of the Great Lands. They’re also not above eating members of the other four subspecies when opportunity arises. They are larger and stronger than the other peoples, and raised from birth as warriors. They don’t make particularly good soldiers, since their logistical requirements don’t allow them to form large armies. On the other hand, they make excellent raiders and shock troopers.

Beast-folk were created to be destroyers of civilizations, and many of them remain hostile to all outsiders, feared and hated. They are somewhat variable, however; some beast-folk are less necessarily hostile, and a few have even assimilated into human societies.

Final Notes on “Races”

Yes, if you tilt your head and squint, you end up with “elves,” “dwarves,” “hobbits,” “men,” and “orcs,” but I’m hoping to play those themes in a different key, as it were.

One note: when it comes to who can interbreed with whom, humans and the Smith-folk are the ones who have been known to intermarry, while the Elders and the Sea-folk are more biologically distinctive. No one is quite sure whether the Beast-folk can interbreed with any of the others; no one really wants to make the experiment.

Villains

The stories I have in mind are likely to have a variety of villains and conflict-sources. Given that I’m aiming for a pulpy, Conanesque feel, there should be plenty of corrupt kings and evil wizards to go around. On the other hand, the big, world-shaking villains are all going to be gods.

Most spirits and gods are benevolent – or at least not interested in interfering with the mortal world. Occasionally one of the gods decides to be malevolent, emerging onto the mortal plane to pursue their own goals, actively interested in killing, tormenting, or just ruling mortals. The Elders call these malevolent beings the Great Enemies. So far in history there have been three of these:

  • The most powerful of the Great Enemies, a god of deep cold and ice. He fought to preserve the mortal world as a place of quiet, austere beauty, free of the “corruption” of sentient life. Held sway for many thousands, if not millions of years, and was only defeated by the direct engagement of more benevolent gods.
  • A goddess of disease and pestilence, who thought of herself as a champion of the natural world. She sought to protect forests and animal life around the world by using virulent plagues to eradicate sentient life. Opposed by the Elders, and eventually by a brief period of divine intervention.
  • A god of fire, iron, and warfare, who seeks not to eliminate sentient life, but to rule it “for its own good.” Currently active in the world in the present day, not apparently opposed by the Elders or by the benevolent gods.

Okay, that’s a taste of the backdrop. Next time, some notes on the initial draft timeline for the setting. Then I’m going to start working on a new version of the map, which I may also use to set up a worldbuilding-by-simulation exercise to develop the timeline in more detail. More to come over the next few days.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.