Welcome to Golthwaine
It's always fun to come up with a brand new world. Intimidating, but exciting. I get to create politics and policies, creatures, races, wars, treaties, electricity/water supply solutions, all that good stuff that totally makes me an expert in urban development.
(Bahahahahahahahaha. No.)
So let me give you a tour of Golthwaine, my latest fantasy world.
My first impression when I took my first steps on these streets was gaslamp, but not officially. Gas-fuelled lights, ice-packed iceboxes (or magical enchantments) with clothing closer to an Edwardian style. Horse-drawn carriages on cobblestone streets. Apartments for the lower-middle class, sprawling estates for the rich. A monarchy (cold, detached), merchant class, mage class. Treaties with shifters. Trade deals with the demon country across the sea. Tensions with the fae to the east.
And, of course, vampires are outlawed.
Magic is out in the open and accepted here. Most mages have a single elemental affinity, but some stronger bloodlines allow for a major primary affinity and a minor secondary affinity. Very rarely do you find a tempest mage, who can access every element.
Golthwaine is a large country. The capital, Golth, sits centrally and within easy access to the northern harbour along the Never Sea. It's also largely undeveloped/forested, giving lots of space for the shifters and other creatures to claim their territory.
It's a beautiful place, safe enough if you keep to the cities, and most Golthwainians would welcome you to spend some time wandering around.