So with Fear The Living done and over with (it's going into final editing come the beginning of 2014, and will be going into PDF form shortly thereafter) I've turned my attention to any idea for a setting (with thus far only tentative mechanics associated with it). I wanted to get some feedback from the fine guys, gals, and non-cisgendered individuals that make up Story games on these questions:
Is it interesting?
Does it sound like fun?
Any potential landmines content wise that I should watch out for?
Would you be at all interested in checking a game with this premise/setting out?
For those with limited attention spans, a succinct version of this overly long description is located at the bottom of the page in bold
Imagine that the story of creation, as imagined in the Torah, Koran, and Bible is more or less accurate, but that things went down just a bit differently after Iblis and the rest of the rebellious Jinn decided "fuck this, we're not bowing to a bunch of dirt clods". These newly minted demons declared war on Eden, and God was nowhere to be found. So his angels (who, in this setting are the slaves and servants of god, incapable of questioning their directives or rebelling-a key point in Islamic theology, as Satan is considered to be a Jinn) do the only thing that they can do: they fortify the garden, building ramparts and spires, battlements, and narrow, winding streets all the way to the front door of Hell. Incapable of stopping, even if they wanted to (their anointed task after all, being to protect the garden at all costs), they pave over paradise and force humanity's ancestors out "for their own safety"; destroying Eden in order to save it.
At first, perpetual war is the rule between the legions of heaven and hell, with humanity and those Jinn who had no part in the rebellion struggling to survive in the crossfire and making their homes in those fortresses and holdfasts abandoned by both heaven and hell. As the centuries wind on, the numbers of angels and demons both are whittled down by the constant attrition, and vast swaths of the world-citadel are reclaimed by nature, lakes forming in marching fields and whole forests protruding from the sides of great alabaster fortresses. Humanity has adapted, separating blocks of the Citadel from the surrounding Wilderness to form small city states, leagues, and sultanates akin to the city states of Renaissance Italy or the patchwork of kingdoms that made up the Ottoman Empire.
In the lonely places of the Citadel, savage beasts and monsters out of the strangest medieval bestiaries roam (as there was never any flood to scourge them from the earth) and demons haunt the crossroads of the alabaster paths, some mustering their strength for another great war and others wandering the earth, seeking those whom they may tempt into offering up their souls for worldly gain or magical power. Angels, great seraphim with 7 wings and wheels of fire about their bestial faces pursue inscrutable purposes with utmost conviction, and without any hint of mercy. Those who oppose their aims are crushed in the name of a God who has long since disappeared.
Connecting these lonely settlements are the great roman-style roads that the Angels and loyal Jinn built so long ago, still shining and strong (if often overgrown with foliage). Trade and communication between city states relies on great caravans of armored wagons, captained by those rich enough to maintain them, crazy enough to brave the dangers of the Dark Roads, and (at least theoretically) independent of the byzantine politics that cover interaction between the city-states.
These wagons, akin to the Hussite war-wagons of the 16th century go by the name Trinituri or Thunderers; and the player's characters are their crew: tightly bound by shared loyalty, the distant hope of profit and stability, and enough debt and dysfunction to make one of the faithful turn to drink. The Thunderers serve as a lifeline between the great city states, facilitating trade, diplomacy, travel, and more often than not smuggling and intrigue. Characters are a dysfunctional "pseudo-family" of sorts that try to eke out a profit, live to see another day, and keep free of the strangling ties of debt and obligation that bind so many of the Drogs (peasant-folk who rent a floor of one of the great fortress cities) to their land.
Or to put it more succinctly "It's Firefly, except in a decaying world-city with a vaguely Ottoman empireesque culture, with 16th century technology. Instead of clunky spaceships, crews ride around in big-ole armored wagons, perhaps decorated with protective sigils to ward against Jinn, Demons, and Angels. Instead of space, these wagons traverse the vast overgrown roads between reclaimed city-space, enabling the contact, trade, smuggling, and backstabbery that keeps human civilization alive."
Let me know what you think, and feel free to link to your personal projects in your replies-I'm nothing if not willing to take a look at other people's ideas/work/random musings in exchange.
Thank you in advance, and hope to hear from you soon,