World Spectrum: A Brief History of Human Civilization on Barria

Back at WorldSpectrum.net, I did a series of lore posts to provide backstory for the universe and its characters, and I thought I should get back to that, so I now present to you a brief history of human civilization on Barria, up until just before the events of Rage of the Old Gods.

Books of the World Spectrum bannerEarly history:

While the legendary struggles of the Liberation have been told and retold down through the millenia, few records survive of the centuries following the overthrow of the Old Gods.

What is known is that the unity the human race had enjoyed during the war did not last. Humanity broke apart into differing tribes, clans, and city-states.

One of the first cultures to break away was a group descended from the followers of the hero Noria. Theirs was a wilder spirit, and the soft lands and safe cities of their fellows were not for them. They traveled north, to the unexplored frontiers far beyond where any humans had gone before, and took up a nomadic existence in that untamed wilderness. These people became known as the Northern Clans.

Meanwhile, the rest of humanity took up residence around the south and eastern edges of the body of water now known as the Gulf of Jansia, forming many rival city-states who often vied against each for the best land and resources.

The rise of Jansia:

One such city-state was known as Jansia. There was little to distinguish it from any of the other coastal cities, but its rulers dreamed of forging a greater future for people.

Into this environment was born a brilliant wizard named Vorren. He spent many long years working in secret in his laboratory, perfecting the arts of technomancy, engineering, and experimental magic. At last, he made a breakthrough and succeeded in creating a mighty war machine capable of following simple instructions.

The first Automaton was born.

It took only one demonstration of the Automaton’s power for Jansia’s monarch to commission an entire fleet of the terrible machines.

World SpectrumSoon after, Jansia’s newly forged army was unleashed on its neighbors. Possessed of fantastic strength and virtually impervious to the conventional weapons of the time, the Automatons were unstoppable, and every city besieged promptly fell before them. It soon reached a point where many cities would surrender as soon as the Jansians arrived rather than face a battle they knew they could not win.

Jansia’s monarch crowned himself supreme emperor, and the Jansian Empire was born.

Jansia’s lust for conquest was not sated, though. Over the following decades, they continued to expand their borders, driven forward by the strength of their machines.

Initially, they focused their efforts on the clement lands of the southeast. In so doing, they absorbed the Uran people, a prosperous culture who dwelled within the shadow of the southern stretch of the Gormorra Range. The Uran were many in number, but their military was crude, and they readily fell before the Jansian forces. They were then integrated into the empire as a laborer caste, and many of Jansia’s greatest works were forged with their blood and sweat.

As time went on, Jansia’s progress slowed as it became increasingly difficult to manage all of the land under their banner, but their conquests continued all the same. They moved north into the center of the continent.

The local population — a series of farming tribes with small stature and earth-toned hair and eyes — knew they could not face Jansia, so they simply fled.

The largest tribe, known as the Tors, headed north. There, they came into conflict with the Northern Clans, but the Tors’ desperation and superior numbers won out, and the Clanspeople were pushed even farther north, into the barren wastes of the arctic.

The Tors then set about building their own nation of Tor Som — or “Tor Home.” But they never forgot what they had lost to the Jansians, and they set about building a strong nation that would not have to fear conquest again. The Tor ruler crowned himself emperor in defiance of the Jansians, and his line became known as the Tor Sinnis — the Tor Makers.

World SpectrumMeanwhile, their cousins fled into the unexplored wedge of land between the Northern and Southern Spurs of the Gormorra Range. In the shadow of the mountains, they founded the nation of Eastenhold.

Jansia’s conquests finally found their limit once the empire had claimed all of the land around the Gulf of Jansia and south of the Southern Spur. The empire had become so bloated that it was divided into provinces, each with their own monarch. These monarchs were known as princes so they would always remember that they were subservient to the Jansian throne.

The decline of Jansia and the modern era:

The Tors’ troubles did not end with their escape from Jansia. A few decades after the founding of Tor Som, the Northern Clans launched a blitz invasion and succeeded in occupying the nation for the next century.

Eventually, the Tors built a resistance movement and enacted a guerrilla war that succeeded in ousting the Northern Clans and driving them back into the arctic wastes. The leader of this resistance became the new emperor, founding the house of Tor Vargis — the Tor Liberators –but when his rule ended, he bequeathed the throne to the last scion of the Tor Sinnis, and so began the tradition of Tor Som’s royal houses alternating rulership over the generations.

Tor Som and Eastenhold both grew in size and strength, occasionally clashing with each other over the fertile farmland on their mutual border.

The Jansians watched these developments with nervous eyes, fearing their neighbors would teach each other the art of war and become a threat to the empire. These fears only greatened when the secrets of Automaton construction finally leaked, and they lost their monopoly on the great war machines.

But the Jansian rulers could do little to address their concerns. The empire had become bloated and unwieldy. Its bureaucracies had become corrupt, its aristocracy was too caught in their intrigues to acknowledge the rest of the world, and their various client peoples had begun to chafe under their chains.

Things came to a head when the Jansians caught wind that the Tors were planning an invasion. They decided to strike first with a preemptive attack on Tor Som.

This proved to be a mistake.

World SpectrumThe Jansians had grown complacent, and the Tor Automatons were now more effective than their own. Even so, their superior numbers might have won the day, but infighting proved their downfall. The Jansian aristocrats were more interested in seeing their rivals fall than they were in defeating the Tors.

Meanwhile, the long-oppressed Uran people took advantage of the departure of the Jansian army and erupted into open revolt, sending the empire into chaos.

With their forces in disarray, the Jansian invasion of Tor Som crumbled. The Tors retaliated and at last took their vengeance on Jansia. The Eastenholders seized the opportunity to also strike at their old enemies — if only to ensure their Tor rivals didn’t claim too much of Jansia’s power.

Beset on all sides, the Jansian Empire fell apart.

Decades of strife followed. Maps were redrawn time and again as the great forces of the world struggled to find a new balance.

When the dust finally settled, the Uran people had succeeded in laying claim to most of Jansia’s land, wealth, and military strength. With their large numbers and the power of Jansia at their command, their new nation of Uranna became the greatest power on Barria.

Tor Som and Eastenhold ultimately claimed little new territory and resumed their aggressions against each other.

Only one area of Jansia survived the wars: the northwestern province of Pira. Pira had always been the least powerful of Jansia’s provinces, and it had not been a significant military target. By the time the surrounding nations had defeated the rest of Jansia, they were too battle-weary to bother attacking Pira. Pira became its own sovereign state, preserving the arts and culture of Jansia but little of its warlike ways. However, the Pirans never ceased to view themselves as a mere province of Jansia.

Pira clashed with Uranna several times, but eventually, their relations cooled down to a chilly indifference.

The land between these four nations became its own state, Karkar. Karkar was formed from the refugees and deserting soldiers left behind from the wars following the fall of Jansia, and it became a melting pot of all surrounding cultures. As such, it was able to maintain favorable relations with all of its neighbors, becoming a center of trade.

At last, the cries of war faded. In large part thanks to Karkar playing referee, the nations of the world were able to maintain largely civil relations, and an era of peace settled upon Barria.

It wouldn’t last.

 

My Love/Hate Relationship With RPGS

You might be surprised to learn this, but for a good chunk of my life, I considered RPGs to be my least favourite of the major video game genres. I played several, but I usually felt them to be more frustrating than fun.

My rogue surveys her domainEven now that I’ve matured a bit and learned to appreciate RPGs more, there’s still a very significant part of me that’s constantly rolling its eyes and cursing under its breath as I play them. I’ve coined the term “RPG BS” to describe the more irritating habits of the genre, and my opinion of an RPG usually boils down to how much it can minimize this “BS.”

So why do I keep playing RPGs despite loathing many of their fundamental aspects? I asked myself that question, and I’ve come to the conclusion that I love the fantasy of the RPG, but that the reality of the genre often doesn’t align with that fantasy, and in many cases, even actively works against it.

Fantasy versus reality:

At its heart, the RPG genre is about putting the player into the classic hero myth. Start from humble beginnings, go through many trials and tribulations, learn from those experiences and grow into a more powerful hero, and achieve glorious victory.

That’s an awesome concept for a video game. You take the most core and powerful human story, and you put the player center stage. A good RPG is like a brilliant novel or a masterpiece film, but even better, because it’s not some abstract character you’re watching from the outside. You’re living it. It’s your story.

Even if you’re someone who doesn’t pay a lot of attention to story in games, it’s still a thrill to go through that archetypal journey. We’re just hardwired as a species to be drawn to that concept of growth, trial, and achievement.

My wizard posing with Eirena in Diablo IIIThis is what draws me to RPGs. To live the fantasy of the epic hero.

But a lot of the traditional mechanics of RPGs are completely divorced from that fantasy, or outright harmful to it.

I’m sure a lot of purists will sneer at me this, but the obsession with numerical balancing acts is one of the worst aspects of the RPG genre for me. Everything in these supposedly epic adventures boils down to math.

You’ve got to carefully pick and choose where all your stats go, and there’s generally very little thought to it since there are rarely more than a handful of ways to build a character effectively. Rare indeed is the RPG where a warrior stacks intelligence.

Boiling everything down to math rips me right out of the fantasy. I don’t recall Shea Ohmsford having to reach at least 35 points of strength or learn the “Mystic Sword Mastery” talent to wield the Sword of Shannara.

A lot of the restrictions RPGs place on characters based on their stats are completely illogical, too. You level up skills or attributes so that you can wield powerful weapons or spells. Logically, it should be the other way around. You practice with melee weapons; you get better at melee weapons. You try a new spell and slowly become more adept at it.

The Darkspawn march through the Dead Trenches in Dragon Age: OriginsGranted, in a lot of games it functions more or less this way anyway since you’ll generally be using the same fighting style the whole way through — God forbid a player have the chance to experiment — so a melee fighter will slowly work their way up to more powerful weapons. But having to think excessively about your stats or your build distracts from the fantasy and detracts from the adventure.

Winning on the character sheet, not the battlefield:

In the end, success in the majority of RPGs relies much less to how you play your character and much more on how you build your character. Aside from detracting from the heroic fantasy, this also sucks a lot of the fun out of the gameplay. Combat isn’t very exciting when you know the outcome has likely been decided long before it begins. It devalues things like reflexes and snap decision-making and makes one feel unheroic.

Excitement comes from narrowly avoiding boss attacks, executing perfect combinations of abilities, and making sound strategic decisions in the heat of combat, not from Googling a theorycrafted build, equipping some phat lewt, and facerolling your way through enemies.

The reason I loved the original Dungeon Siege was that it was a game that got out of its own way and let you live the heroic fantasy. You just picked up whatever kind of weapons or magic you wanted to use and got fighting. The more you used melee weapons, the more skilled you became with them. Want to be a combat mage? Just start throwing fireballs. You built your character by playing the game, as opposed to playing the game by building your character.

The logo for Dungeon SiegeThis focus on building over playing is compounded by the fact that most RPGs make changing builds difficult, costly, or outright impossible, thus punishing mistakes or experimentation. I don’t mind The Secret World’s dependence on build choices for success because swapping abilities is incredibly quick and easy. It’s an element of gameplay, not a chore. Plus, it encourages experimentation, rather than discouraging it.

Thinking of TSW and its adaptability, another pet peeve of mine about RPGs is how they limit players and force them into such narrow boxes. Most force you to pick a class, and there’s generally little opportunity to customize these classes in truly meaningful ways. You can be a warrior who specializes in swords, or a warrior who specializes in axes.

This one isn’t so black and white. Classes do have a positive impact, as well, because it gives people readily identifiable archetypes and allows them to jump into a game and know what kind of experience they’re going to have. Most people are going to gravitate to certain playstyles, anyway.

But still, I wish games would be a little more creative with their classes or at least offer some more diverse ways to customize them. Given the choice, I’d probably play every game as a plate-wearing mage who dual wields swords. Or maybe an arcane archer.

Humble beginnings:

There is one way that RPGs are good at sticking to the heroic fantasy, but it’s the one way that they probably shouldn’t: the idea of starting as nobody.

My hunter on the Wandering IsleStarting from nothing and working your up to a great hero makes for a good story — though I think the “humble beginnings” angle is overplayed, myself — but it doesn’t make for exciting gameplay. I don’t particularly enjoy running around in rags and killing boars with a rusty kitchen knife.

In my experience, single-player RPGs are getting better about throwing you into the exciting stuff immediately, but a lot of MMOs still have the nasty habit of forcing you to wade through level upon level of tedium to get to the good stuff.

Gear:

And we come to my final gripe.

The idea of iconic weapons and armor is very core to a lot of heroic stories. Frodo had Sting and his mithril tunic. Perseus had his mirrored shield and winged sandals. Tirion Fordring has the Ashbringer.

Nothing says “fantasy hero” like slaying a terrible beast, collecting a weapon of incredible power from its hoard, and using this weapon to bring justice to the world.

My Dragon under the moonlight in Blue MountainRPG developers recognize this and make gear core to progression in most games, but therein lies the problem. They’ve made gear so central that it’s fallen away from the original fantasy.

See, Frodo didn’t replace Sting with the Bloodied Handaxe of Savagery, and then replace that with the +1 Giant Stick of Compensation.

The whole thing about iconic weapons and armor is that they’re iconic. RPGs have made gear so meaningful that it’s become meaningless. You never grow attached to your equipment. It doesn’t become a core part of your character’s identity.

I’m reminded of a game I played in my youth called Drakan: Order of the Flame. It wasn’t exactly an RPG, but it had elements of one, such as gear. But in Drakan, new items were relatively uncommon, and really good items were even rarer. I remember one weapon you could find in act one, the Mace of the Hand, was so good that you generally wouldn’t replace it until act three. That’s how gear should work.

In the case of MMOs, gear is especially problematic because it becomes a treadmill. You need to regularly perform gear resets and make people start over again. My characters in WoW aren’t any more powerful now than they were when I joined back in Wrath of the Lich King.

My mesmer showing off her gear in Diessa PlateauI like how The Secret World handles gear, because they don’t do resets. They add new forms of progression instead. Gear upgrades are also rare enough to feel meaningful. My Dragon used his sword from last year’s Mayan event up until just a few weeks ago.

The later Mass Effect games also had an interesting take on gear. Rather than making new pieces of armor numerically superior, they just granted different kinds of bonuses. Gearing was a strategic choice, not a matter of “this has bigger numbers, so I’ll equip it.”

Making everything depend on gear also devalues the concept of your character as a hero. My WoW characters are weak as kittens without their gear. That’s not exciting; a hero should be a badass no matter what they’re wearing or what weapons they wield.

* * *

RPGs have become more interesting since I was a kid, and they are amazing games when they can effectively capture that heroic fantasy. But far too often, they’re bogged down in mechanics that do more harm than good.