MediumMeridians
Heartland humans of farm, keep and crown. Adaptable, ambitious, the default face of the world.
- Setting idea
- River-kingdoms of the temperate heartland
- Echoes
- WoW HumanEQ HumanDAoC BritonSkyrim Imperial
Working design notes for a classic-spirited MMORPG
Where the idea comes from, in Teknium's words. These are goals, not designs.
EverQuest, Dark Age of Camelot, Ultima Online and Ashes of Creation, in a modernized but stylized version. EverQuest vibes.
Not too many things that pull people out of the world, e.g. no auto-teleporting into dungeons like modern WoW. Closer to classic WoW, Classic+ and WoW Forever.
A huge set of races, 40+: counterparts to the races of WoW, EverQuest and its expansions, EQ2, DAoC, Ultima Online, Skyrim and other popular MMORPGs, plus the axolotl race and a variety of unique ones.
A ton of classes with a ton of different play styles, plus things like talents. A good number of spells and skills from trainers, and a huge amount gained through quests and EverQuest-style epic quests for later-game abilities.
A super rich trade skill system with a huge range of crafting skills, and a lot of useful stuff made by crafting.
A ton of different gear slots.
A vast world built for exploration.
Chosen from the style tests so far. Still open to refinement.



First-pass race concepts to explore the range. Names, looks, pitches, sizes and groupings are placeholders; nothing about the roster, homelands or traits is decided. The "Echoes" tags note which existing races each concept answers to.
Human concepts.
MediumHeartland humans of farm, keep and crown. Adaptable, ambitious, the default face of the world.
LargeTowering northern humans of longhouse and longship. Cold-proof, loud, superstitious.
Medium-TallA tall, cloistered caste of humans bred for the arcane. Brilliant, arrogant, and divided by schism.
MediumDesert sword-dancers and caravan lords. Fierce honor codes and the best blades in the south.
MediumHighland clans of moor and standing stone. Pipers, druids and berserkers in tartan.
MediumHalf-elves who belong everywhere and nowhere. Natural go-betweens, rangers and bards.
Elf concepts.
Medium-TallGolden high elves of white spires. Ancient magic, rigid castes, and a long memory for slights.
MediumWood elves of the treetop city. Hunters, druids and singers who rarely set foot on the ground.
MediumUnderground elves of a glowing mushroom-cavern city. Cruel courts, brilliant necromancers.
TallTall moon-touched elves who keep the old groves. Nocturnal, patient, and very old.
MediumAsh elves of the volcanic lands. Ancestor worship, smoke-temples, and grudges older than kingdoms.
MediumSnow elves of the glacier halls. Pale, quiet, master ice-carvers and wardens of frozen tombs.
MediumSea elves who live on ships and reef-cities. Navigators, pirates and storm-callers.
Small-statured concepts.
Short-StoutMountain dwarves of the deep halls. Smiths, brewers, and stubborn to the bone.
Short-StoutForge-dark dwarves who dug too deep and came back changed. Grey skin, ember eyes, molten craft.
SmallTinker gnomes. Clockwork, alchemy and explosions, roughly in that order.
SmallHalflings of the hill-burrows. Cheerful, lucky, and much better thieves than anyone expects.
SmallGoblin trade-barons. Every deal has fine print, every gadget has a self-destruct.
SmallRatfolk of the sewers and back-alleys. Scavengers, information brokers and surprisingly good alchemists.
SmallCave kobolds with big ears and bigger appetites. Excellent miners, trappers and shamans.
TinyWinged fae of the flower courts. Bright, fickle, and dangerous when slighted.
TinyFae who chose the night court. Bat-winged, shadow-touched, and loyal only to their pacts.
SmallDesert fox-folk caravaners. Scrappy scavengers who can make a home out of anything.
Large-statured concepts.
HugeOgres. Massive, dim in some ways and frighteningly cunning in others, once rulers of an empire.
LargeSwamp trolls with moss and shelf-fungus growing on their hides. They regenerate almost anything.
LargeOrc clans of the steppe. Honor-bound warriors and shamans who remember a stolen homeland.
HugeFrost half-giants of the glacier halls. Rune-carvers and berserkers who speak to the cold.
LargeStone-skinned mountain folk who are part rock. Slow to anger, impossible to stop.
LargeGentle forest giants. Herders, druids and wardens, slow-speaking and slow to forgive.
HugeBull-headed nomads of the plains. Totem-carvers, drummers and immovable shield-walls.
Animal-featured concepts.
MediumJade-scaled lizardfolk of jungle ziggurats. A fallen empire, cold discipline, and necromancy.
Medium-TallFeline nomads, once of the moon, now of the savanna. Proud warriors and wandering bards.
SmallFrogfolk paladins and shamans of the marsh. Pious, earnest and unexpectedly brave.
LargeA cursed people who wear the wolf. Gothic nobility by day, the hunt by night.
LargeBearfolk monks and brewers of the mountain monasteries. Jovial until they aren't.
MediumOwl-headed scholars of the cliffside libraries. Wizards, enchanters and silent scouts.
LargeWinged gargoyle-folk from a sunken abyss. Stone-hided, honor-bound, terrible to fight.
Medium-TallDragon-blooded people with horns and scales. Proud, long-lived and caught between two worlds.
TallHorned, hoofed exiles from a world that died. Crystal-craft and faith, hunted by old enemies.
Undead, plant, construct and elemental concepts.
MediumThe risen dead who kept their wills. Bitter, practical and very hard to frighten.
MediumVampiric nobility who broke from their masters. Elegant, hungry and politically lethal.
Medium-TallLiving constructs of brass and stone, woken by a soul-spark. New to the world and asking questions.
MediumPlant-born people who wake from the pods of a great tree, each born with a dream.
MediumFire-touched people descended from a planar pact. Hair of flame, tempers to match.
Concepts with no direct counterpart in other games.
Small-MediumCheerful axolotl-folk of stilt villages and flooded caves. Regrow limbs, never stop smiling.
SmallMushroom-folk of the deep woods. A shared spore-mind, alchemists and slow, strange druids.
MediumMoth-folk lantern-keepers drawn to light and lore. Dusty wings, soft voices, uncanny seers.
MediumCrabfolk armorers of the tidal reefs. They molt their armor and sell the old shells.
Medium-LargeTortoise sages who carry their homes and libraries on their backs. Patient beyond reason.
MediumBeetle-folk architects of the desert tombs. Iridescent shells, sacred geometry, sun-worship.
Medium-TallCrystalline people grown in deep geodes. They hum, refract light, and grow wiser as they grow.
Foundational calls to make before most systems can be designed. Options listed are examples, not recommendations.
How players are divided and whether they fight each other.
How much dying costs.
How much leveling depends on groups.
Level cap, time to max level, and how power splits between levels, quests, gear and alternate advancement.
Attributes, resources (health, mana, endurance, others), resistances, XP curve.
Hit, miss, crit, mitigation and threat rules, and whether spells, procs, consumables and crafted bonuses share one effect system.
The gear slot list, what an item can carry (stats, effects, sockets, durability, binding), and how crafted and dropped gear relate.
Which classes, roles and play styles; trainer vs quested abilities; epic quest structure; talent model.
Which gathering and crafting professions exist and how they feed each other.
Continents, homelands, starting cities, travel, size.
Technology for client and server.