Brave New Vardia About New Vardia New Vardia Primer

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New Vardia Primer

The discovery of a large tropical island chain around a hundred years ago in what was thought to be an endless empty sea reinvigorated the expansionist Vardian empire and now all eyes are turned towards these new lands.

After news of the discovery first arrived settlers made the perilous journey and found the islands were already inhabited by a bemused population of goblinoids who referred to themselves as the Dar (Folk).

The Dar were not entirely happy that their peaceful home was being invaded by a trickle of new arrivals, and liked the situation even less as that trickle became a flood. Borders, land-sharing agreements, and generally accepted territories started to become areas of tension between the two societies. Violence began to erupt in localized areas, never quite boiling over into open warfare.

Forty years ago, the full might of the Vardian navy arrived to settle these disputes once and for all in a series of skirmishes known locally as the “War of Possession”. Despite being very capable at maritime combat, the Dar eventually came to the conclusion that they were not prepared to pay the cost of this war and decided to negotiate.

Since reaching a peaceful resolution, these two different societies have merged. Even though the archipelago is now united under the name of New Vardia, there still exists a cultural and geographic divide. Vardian bureaucracy is most pervasive to the West of the Archipelago, while the more relaxed society of the Folk is more apparent to the East.

Between these two extremes there is a wide zone where these two distinct cultures have a wide overlap through trade, cultural influence, and through the general desire of all folk that live here to have a prosperous and peaceful life.

In recent years, a sense of calm has settled over the region as once-unmapped lands are charted, forests cleared, dangerous beasts culled, and new settlements established. Fertile soils and vast herds of livestock offer abundant resources, while the warm climate provides a pleasant and welcoming environment in which life can flourish.

Each day, ships arrive bearing settlers, fishermen, farmers, merchants, mercenaries, and tourists, all drawn by the region’s promise and potential. As civilization steadily spreads across these islands, tensions inevitably arise between the expanding society and the untamed wilds, creating a constant need for hardy individuals capable of facing and overcoming the dangers that remain.

For those willing to put in the effort, the region offers immense opportunity, with wealth, land, and influence waiting to be claimed by determined hands. Amid the scattered relics of an ancient past, the foundations of a bright and prosperous future are already taking shape.

Vardian Culture

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Demographics
Vardian society is traditionally cosmopolitan, comprised mostly of humans (50%) with a sizable proportion of dwarves (20%), elves (10%), gnomes (10%), and halflings (9%). The remaining 1% is comprised of rarer species such as goliaths, tieflings, aasimar, and genasi.
Established bureaucracy
The Vardian empire is organised around paperwork and hierarchy. This aspect of Vardian culture can be frustrating to deal with for the common person but it does provide some value: In providing a template to follow, the empire allows colonies to remain functionally independent, but with common processes that unite them.
Social attitudes
Rather than conquerors, the Vardian empire sees itself as a movement for enlightment spreading knowledge and beneficial technologies across the world. They do not seek to destroy cultures but to incorporate their positive aspects into their own culture, becoming more diverse and resilient as a result.

“Strength through diversity, and progress for all.

Dar Culture

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Demographics
Dar society is comprised mostly of goblins (60%) with some Hobgoblins (20%) and Orcs (18%). The remaining 2% is comprised of bugbears, ogres, and trolls (as long as they can behave).
Anarchy
Dar society was traditionally organized according to anarchist principles whereby social cohesion is enforced by an individual’s obligation to the greater good of the society as a whole. All basic needs were met by society and individuals are free to move from settlement to settlement. The only meaningful punishment was being outcast or shunned. Some settlements still operate under this traditional system, although the majority of Dar have adopted the capitalist system of the Vardian empire.
Social attitudes
Being a pragmatic people, the Dar don’t dwell on the past, they simply move forwards. They accept folk of all kinds as long as they fulfill their part of the social contract. Occasionally, some smaller factions break off yearning for the “old ways” and revenge against the Vardians but for the most part they happily accept their share of the vast resources and potential that these islands provide, and are fairly well assimilated.

“All you have is what you are, and that is what you give.”

Factions

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Mercantile Guild
Bureaucratic overseers of trade, finance, and the distribution of materials across the empire. Focussed on efficiency and precise records, this collection of clerks, inspectors, surveyors, and managers wields incredible power by providing the data required for the empire to spread it’s assets around in an efficient way.
Vardian Navy
The hard power of the Vardian Empire. Although based more on assimilation rather than conquest, when the empire encounters a problem it cannot solve with economics or diplomacy, they always have their powerful and well-equipped navy to rely on as a threat, and to secure shipping lanes so the trade may flow. It is the Navy in combination with the Mercantile Guild that forms the backbone of the decision making engine for the empire.
Factorum
An artificer tradition that is in the business of refining raw materials into artifacts useful for the empire. In New Vardia, they are focussed on the manufacture of a malleable magical clay which can take on many forms and has many practical applications.
Sea Priests
Known colloquially as “Weather Witches”, this order of priests is devoted to the chaotic and ever-changing nature of the ocean. They understand that the gods of the sea can sometimes be appeased through ritual and superstition, and all sailors sleep more soundly when they are aboard.
Starseers
An ancient religious tradition focussed on navigation and exploration which grants them a privileged position among the Vardian navy. Their aim is to illuminate every dark corner of the multiverse, uncovering lost secrets for the benefit of Vardia.
Brinewrights
A Dar artificer tradition that focusses on the manufacture and use of Sparkdust, a fine crystalline powder which can temporarily imbue objects with magical properties. When ignited with magical fire, it burns bright and fast, producing a quick burst of magical power.
Kelpwitches
Members of a loose collective of Dar druids who live as independent wandering ascetics. Not usually found far from water, they travel around the archipelago on circular rafts known as a coracles which are fashioned from driftwood and tied with kelp.
Mor-Kuura
Shamans of the Mor-Kuura (Life Speaker) Dar tradition focus on four pillars: martial prowess, druidic magic, spiritual healing, and poisons. They live in small communities on the fringes of civilization and feel most at home in the wilds. They often act as guides in dangerous lands.
Bricoleurs
A diverse and eclectic spiritual movement that emphasizes personal transformation and a holistic worldview dedicated to learning from the past for the benefit of the future. Their main focus in New Vardia is to learn from the Ancients that once resided here, and who so clearly left their mark on the landscape.
Insurgency
An assortment of mercenaries, bandits, and pirates that exist on the fringes of society. Composed of individual ships and their crew, they collaborate to share information and come together where strength is needed. Although they trouble the shipping lanes somewhat, the fact that they offer their services as mercenaries gives them a use to the empire, so they are tolerated.

Regional Features

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Here be Dragons
Away from settlements and established paths, the region is largely wild and untamed. Dangerous giant beasts, aberrations, and monstrosities roam the lands and sea, making travel difficult and survival challenging. Expansive ruins, caves, and natural hazards are everywhere.
The Ancients
A long dead civilization have left their mark on these lands. Structures and ruins built by the Ancients can be found all over this region. Historians and treasure hunters have only just begun uncovering their secrets, and little is currently known about their history or culture.
Magical Matter
The islands surround a large and mostly dormant volcano affectionately named “Dunghole” due to the large cauldron of gelatinous oily mud at its center. Dried deposits of this mud can be found all over the region, deposited by previous eruptions. The Dar traditionally called it Khaar (Blood), but it is more commonly known as Matter.

Game Notes

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Brave new world
New Vardia is analogous to the British colonization of New Zealand and the eventual assimilation of the Indigenous Maori. In New Vardia the indigenous population was at first violently suppressed, then assimilated. In recent times the two cultures appear to have achieved peace and superficial equality, but there is a long (and valid) list of historical grievances.
A long time ago in a galaxy far away
The game world is distinct and self-contained and doesn’t need to be linked to any other place or time. However it can fit neatly into any existing world that has an ocean such as Toril.
Sailor’s life for me
This region is defined by nautical themes and most of the people that live here have some affinity with or knowledge of sea-faring. A game set in New Vardia will feature ship travel, time spent at sea, and ship-to-ship combat.
Goblins are People Too
In this game, goblinoids are not disposed to evil by virtue of their species. For the purposes of game mechanics goblinoids are also considered to be humanoids.

New Vardia Primer


~ Written by a Human Being ~

This entry last updated Feb 24 2026

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