A style guide.
Four themes
Every session should include these:
The Grotesque
- Something weird and hideous. Often a human thing. A sickness or an ugliness in society.
The haunting Past
- Failures and ruins that cannot be expunged or put aside. Things that cannot and will not be forgotten, though they should be.
The specter of Death
- Memento mori. Death waits for everyone. Humans become monsters after death. The cutter’s life is a short one.
The Supernatural
- Close beyond the reaches of reason and safety lie other worlds, existential threats, and the derelicts of bad, dead kingdoms.
Setting
Dos and don’ts for writing adventures on the Coast.
Incunabuli is science fiction, not fantasy. Resist adding anything identifiable as core to fantasy, especially common “races.”
Explain supernatural effects. Root them in theoretical or speculative science, even if far-fetched. Magic is “magic.” All of it has an explanation, no matter how odd. Simultaneously, do not freely explain these things to your cutters. Couch the truth in the limited perception and scientific understanding of the setting. Explanations exist not only to be discovered in-context, but as an exercise for you in creating internal consistency within the fiction.
Reference the late 19th century. Use it for technological and stylistic inspiration. Cowboys and chimneysweeps. Budding electricity and the advent of the automobile. Some elements even border on the 1920s. The Coast’s Gilden Age has peaked, and the world is advancing headlong into an uncertain future.
Mind the issues of the real world. Upon the Coast, issues of race, suffrage, gender, sex, and sexuality do not exist as we have struggled with them on Earth. Coastal societies uphold gender equality. People who do not hew to a binary are accepted. Further, Littorans hold no concept of human “race” as we know it. Coastal race issues concern ragman vs human, not skin color. The fallen Nör civilization was a Globality, after all; genetic variation in human populations was widespread and accepted even before their fall. Issues that are shared—colonialism, eugenics, religious violence—should be explored as fiction, well-separated from reality.
NPCs don’t comprehend their world. They have limited views and ranges of knowledge. A Firlish homesteader in the Marchlands may be aware of the Otherworld but never conceive of any neighboring realities besides it. A citizen in a major city may be reasonably well educated, but their grasp of world-threatening issues is probably clouded by propaganda and by their distance from danger. Most people are superstitious, uneducated, disinterested, or amply fed on propaganda, folklore, ideology, and religious dogma. Even if they are aware of the higher elements of the world as scholars, magicians, politicians, and cardinals are, they are probably too concerned with personal power to care.
Magic is not flamboyant. There is no telekinesis, no light without energy source, no colored fire. Only the most powerful effects should have any energy discharge at all. See the effects of knucklebones for an idea of the aesthetic limits of magic.
The Otherworld brings North American fauna and flora with it. Raccoon-like spriggans, coyote-like wags, and black bears.
Players should not play älves. Keep them otherworldly, predatory, dangerous. älves can turn invisible and will steal your baby. They may be sexy, but they are aliens, and they do not act like humans.
No vampires or werewolves. Just don’t. Instead, interpret vampire folklore in relation to plague or human mutation, like revenancy. I.e. vampire burials are meant to combat plague.