QuietBrowser
First Post
Thank you so much for all of this!*So much awesome, welcome commentary*
On History: Very helpful advice in general. Do you think this is what I should be focusing on Right Now, or is this something that can come more or less as I go along? Personally, my biggest history-related concern is figuring out just who it was the Ur-Elves fought who ended up creating the Netherstorm - in fact, I think that's actually one of the cosmological aspects of the setting that I need to try and flesh out.
On Region Names: These are actually all placeholder names, because I really, really suck at naming places. I'd love to rename "Daggerland" to something else because, beyond the "Sword Coast rip-off" thing, it just sounds a little silly. Yes, I know D&D realm-names have a tradition of being silly - hence why we have countries named "Rich Mouse" or "Madness" - but still.
On Regional Sub-Manuals: Yeah, I actually do want to make these at some point. But yes, I figured that the "primary" regions would be the Known World first, followed by the Dark Continent and then the Isle of Catastrophe.
On the Isle of Catastrophe: It's not entirely that bad, but it's definitely a pretty close vision. Think of it as a mash up of the Mournland, Mad Max and Fallout, and you got the basic gist of it. There's other races than ratfolk living here too, but it's ratfolk that dominate the land.
On the Dark Continent: I'm rather pleased with it myself!

On Humanocentrism: I actually envision this as a very.... heterogenous(?) setting: any humanoid race should have some level of PC-friendliness. If you want to run an all-ratfolk campaign where you are guerilla warriors fighting against the hobgoblin tyranny, or an all-gnoll campaign where you either work for the hutaakans, oppose them, or both, or an all-hobgoblin campaign on either side of the (what's the term for Rule By Military Leaders?), then you should be able to do just that. Or you can be a ragtag band of misfits adventuring wherever the hell you please. So, non-humans have just as much weight and pull in this setting as humans - I wanted to avoid the pitfall of "dozens of unique human cultures, one or two monolithic cultures per demihuman race".
On My Preferred Race: Honestly, I'm having a really hard time deciding which one I want to focus on at the moment, hence why I asked. In fact, I find several of the non-humans, at the moment, more fascinating (or troublesome to envision) than the humans - Sun Elves, Tek Gnomes, Wild Gnomes, Haffuns, "Gravedogs", Tondi, all of these are calling to me so much I can't choose between them.
On The Inner World: Thanks, that advice makes a lot of sense! With that said, you're right, it makes plenty of sense to include it and just leave it abstract until the Known World is fleshed out. That also means I can perhaps bring in the Mu Peninsula, the magic-devastated tropical realm that was once home to a mighty magocratic empire - this might even be home to another Sun Elf queendom, similar to yet distinct from the Sun Elf cultures of the Dark Continent.