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Introduction (Narrative)

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"Beauty... such a curious concept. So hard to grasp, and yet with how much we speak of it, act upon it, obsess over it... yes, beauty is a very real part of this world. At least, I find this world quite beautiful... do you?" -Lo, Accursed Wanderer

The world recovers. The great conflict among mages ended centuries ago, leaving the world broken, but alive. Once great cities like empty and overgrown, save perhaps a small village that has emerged and lives within but a small fraction of a once great metropolis. Nature has calmed, the spirits now are content, and slowly aid and guide a more humble people. Some are nomadic, exploring this new, untamed world. Others settle in, forging small communities around but a single relic that offers some relief from the normal day-to-day toils to get by.

There are dangers. Many of the monsters and creations of the great conflict linger, stalk the forest, valleys, and hidden places in the world. People are still flawed, still find reasons deep and petty to disagree. A storm may ruin a crop, a fickle dragon may exact a tithe from a village, curious and intrepid souls may explore places they should not go. And yet for all the troubles, there are no nation-spanning wars, for no true nation remains. Since the last of the true Mages fell, their power, their story lost to time, the world has been allowed to slowly but surely return to a better state.

And yet, just as hope emerges, just as people once more have the freedom, the ability to reach higher, so too are their forces at play to take hold of such dreams and aspirations and pull them back into the darkness. Just as the world feels on a tipping point towards good, so too are there those who would in their malice drag the lands and peoples to a fate far worse than the wars had ever brought them.

This is the story of those who helped determine the fate of a new age, one of prosperity, one of despair, or perhaps a time of something else entirely...

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Alignment/Morality

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"Hindsight forges a deeper understanding of the past,

Foresight cultivates a better path for the future." -Lo, Accursed Wanderer

This is a story of moral greys and nuance. Does one slay the bandit that ambushed them? What if the bandit is no true threat? What if the bandit is young, or old, or hungry, or has been wronged by the world? Where does mercy end and foolhardiness begin? Where is the line drawn between pragmatism and ruthlessness? We're not here to answer these questions universally for all time, but instead to tell a tale of how one group of characters navigate their world, makes choices, must live with the consequences good and bad.

This story will hold difficult choices, but in these moments there will be opportunities regardless of what path people take. It is less about wrongs and rights, and more about pros and cons. The character who seeks to be fully righteous will fall short, the character who accepts both the light and the darkness in their decisions will understand the world around them. Choices should be hard, but there should be little fear of picking "incorrectly".

Mortals for the most part have alignment, or more accurately, fall under multiple alignments. Most obey some laws and chafe against others. All have within them the means of generosity and malice, it's more a matter of which it tapped into more, which through circumstance and personal choice are shown outwardly. Only those cosmic beings such as Celestials and Fiends and some other magical entities have a "true alignment" that will be affected by game mechanics, and even then those with enough intelligence and will can forge their own path, can make their own choices even if their inner nature leans one way or another.

And most of all, the PCs exist in a living, breathing world that doesn't have to accept them as being in the right, and in many cases will not. They will be questioned, challenged, have those who disagree or are even hurt by what they say and do. Character choices have weight, significance, and will come to face it. The character who cannot face the repercussions of their actions will flounder. Those who face their successes and failures alike will come out better for it.

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Faith and Gods

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"If we could hear the gods once more, would we bother to listen?" -Lo, Accursed Wanderer

Mortals can no longer hear the gods, for the Divine Mist clouds the faithful to the true nature and intent of those they worship. Whether the Divine Mist came from the actions of mages, of the gods themselves, or was simply a byproduct of the terrible war is unknown. What is known is that though the gods exist, divine magics and miracles do occur in the world, the Truth is lost and so mortals must interpret and guess at what may be right and wrong.

What historical records remain is spread out, deteriorating, and in some case contradicting. The places that may hold deeper understandings are some of the most dangerous in the world, for this is where many defenses whether traps, stoic golems, or even summoned Outsiders still wait to defend their charge. Few are willing to risk their lives for such knowledge, and fewer still who try succeed.

The people therefore create their own customs, rituals, own beliefs of what the gods may want or not. It would seem to pay off for generally only the most egregious acts, a people worshipping nature who defile a sacred glade, a righteous knight mercilessly torturing a foe to instill fear seems to break divine connections. For those seeking more absolutes, they must turn to other powerful beings that still walk the world, powerful demigods such as Archfey, Fiendish Lords, dread Liches, ancient Wyrms though very, very few, exist and many still turn to them. And of course, some still turn instead to mortals themselves, believe in what people can do, to make their own choices, and create a better future without the guidance or approval of those creatures who hold more raw power.

Faith is a powerful theme, and PCs will have an opportunity to explore their own, and others', faiths in a world where there are few if any clear-cut answers. Communities will each differ, let alone the groups and individuals they come across. The world has many colors, many shades regarding faith.

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Lineages

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"Long have we debated of what is due to the blood, the soul, one's culture, and all the other things that make a person who they are. I say it matters not if you accept them as they are, only if you intend to change them." -Lo, Accursed Wanderer

A world where nigh all communities are built off refugees and survivors of a past age means that each community has its own unique mixtures of peoples. Perhaps in a hidden valley lives a curious people of Halflings and Elves, whereas by a sacred site of magical flames is a people of all shapes and size and all of whom hold fire in their blood. People, no matter who they are, or where they are from, will find places that they can fit and blend in, and other places where they are odd, different, clearly an outsider. One can be from nigh any lineage, or even a mixture of lineages which can be unique or commonplace in their homes.

The old hatreds are lost with time, the terrible wars were less of nation vs nation, people vs people, and more the overwhelming intent of hundreds of mighty individuals imposing their wills upon all. For a time it was simple the survivors banding together, and those new villages and towns who worked together could make it however much pain and hardship they endured, where those who fell to petty infighting fell and became lost to time. Still, as the world has healed, some rivalries within and among different places have emerged, as such divisions are no longer a death sentence, some distrust and anger can survive.

Still, such conflicts are more recent, the deepest and longest are likely only a century old. Most are more immediate, not what someone else's ancestors did their ancestors, but what they or their parents did to their close relatives. Some quirks such as a need to drink blood, or a great difference in size, or an affinity towards a dangerous element have been for the most part solved, or at least expected within one's own home for the most part. It is when someone is born different due to errant magics or perhaps an outsider as a parent (or perhaps has walked in as an newcomer) that misunderstandings, frictions, and mistrust can brew. Still, all around people are reminded of what happens when people go to war, and only the most foolhardy pursue it. Of course, some fools do exist, and do reach power...

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Magic

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"Magic... such a dull word. I prefer how the old languages speak of it. In Primordial it translates to the 'eruption of aether'. In Sylvan it is 'weird bloom'. For Infernal, the simplest term is creating 'puppet strings'. Each of these hold far more truth of the matter than the paltry word 'magic'." -Lo, Accursed Wanderer

The world is of magic. There is magic abound, as natural as other aspects and resources in the world. From benign to dangerous, from healing to corrupting, magic itself is a common sight that instills both wonder and fear in any reasonable mind. Most people cannot wield magic, and most who can only hold the strength for mere cantrips, mere small, but helpful tricks. Each community, each individual may have their own opinions on magic, but on the whole one may as well be speaking about the weather. One may as well speak of how they like sunny skies and despise cold winter nights the way one may like a seedling that revitalizes the land and may hate a monster with a necromantic aura that kills the earth it treads upon.

What is perhaps more unique is the opinions of mages, Wizards, Sorcerers, even Clerics and Druids... those mortals who show real potential for magic. There is unease, there is fear, there is... an understanding that the world broke not because of someone mending a wheel or using a flourish to clean their jacket in an instant. No, the kingdoms of old collapsed because meteors rained from the sky, the flow of time was distorted and twisted, because powerful men and women full of hubris Wished for the destruction of their enemies.

No mortal is believed to know high magic, that is spells of the sixth step or higher, or if they do, they dare not use it. It is said there are safeguards, new pacts, new bindings that the world will know if such magic emerges once more to prevent the mistakes of old from being repeated. For most, this is fine. After all, most will never learn magic of the first step. For those that do emerge, what more would they need than the magic that still is within reach? Of course, so long as the potential for greater power, greater feats exist, so too are those willing to risk everything to achieve it.

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Monsters

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"Monster. Some claim that it is a word from the unknown, that which we are too ignorant to understand. I disagree. I feel a monster is something we are all too familiar with, something that reminds us of our own dark potential. A monster sits within us all." -Lo, Accursed Wanderer

There are all manner of monsters that roam the world. Although a few scholars and adventurers take painstakingly efforts to categorize and classify them, most people do not distinguish between a "monstrosity" and an "aberrant", the "undead" and a "construct". Although some similarities exist, each monster is its own unique entity, unique threat. For most of the world, there are but three ways people see the monsters of the world.

The first are the natural monsters of the world, those who are part of and of the world. Mighty dragons, fickle fey, primal spirits, these and more have for the most part reclaimed the world. Though they are of the world, they are no less dangerous for it. Of all temperaments and dispositions towards mortals, some are fierce protectors and nearby communities, others the terrors that keep them in check. Some miss days of old and the advancements of people, others seek the snuff out as much wicked progress as they can.

The second are the mage-touched. Some were created as weapons of war, others as experiments both enlightened and crazed, while some still are mere byproducts of when creatures stumbled upon the wayward magics of the mages. Some of their corruption is benign, while others change the very ground they walk upon. Some are intelligent, others savage. What they hold in common is they break the rules of life, do not exist within the same rules. Wings that aught not to lift a mass that size, having resistances that do not match their environment, such enemies take a practiced and keen mind to learn about.

The final group are the Outsiders, those beings simply of another plane. These defy all logic. They are not fully present in the world, shifting in and out of reality, their very existence in defiance of the world order whether they seek order or chaos, light or darkness. Such beings are rare, things of legend even in a world of myth and wonder.

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Origins and Power

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"I once met a fisherman who could speak with the animals. He was quiet hungry, not having the heart to eat something he could hold a conversation with." -Lo, Accursed Wanderer

There are many, many ways that adventurers come to be. An ancestry with deep roots in the times of mages, a curious discovery, even good ol' plain hard work and training. Still, some origins may vary compared to other settings, and below are some considerations (only for certain classes).

Artificer: Technology and invention is somewhat haphazard in this time. Most places live quaintly, and yet there are ruins scattered across the lands that hold items where magic and science blend as one. As such, there is a wide array of what's possible, though Artificers that lean more towards technology than magic will garner much more attention for good or ill.

Clerics and Paladins: The Divine Mist holds strong. Those who worship a deity or pantheon must truly rely on faith as the exact nature, beliefs, even the names of the deities is unknown. It is thus up to the PC on what their convictions are, and how they choose to live based on those convictions.

Warlock: Unlike Clerics and Paladins, Warlocks can hear their Patrons, clearly, if the Patron so wishes. Warlocks in some ways are akin to Druids as they call upon a source of power that exists in the world. That Patrons have options that include Fiend, Celestial, Shadow, even a Greater Old One would then suggest that such creatures do exist somewhere in the world..

Wizard: The "Mages" who are spoken of with dread include all manner of spellcasters, Bards, Druids, even Psions. Still, none were so infamous as the Wizards. There are no magic colleges, no central place of learning. Wizards' knowledge stems more from archeology, delving into the unknown, or perhaps apprenticing under someone who does.

In regards to power, it is common enough to expect a handful of NPCs with class levels in each town and village who at least can defend their home. As a general rule of thumb for most places is that Level 5 is when characters begin to be seen as more than just gifted, but are "mighty", truly stand out. Beyond level 10 is "legendary" at least by mortal standards. Should the characters reach such a level, they will have the means to slay powerful beings, and shape the fates of many, and such power will have many take notice. In particular, should a high level spell be cast, the adventure may very well take a sudden change.

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Posted (edited)

Plot Armor

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"Do a few good deeds, taste a bit of success, be told you're special. The lucky ones survive the humbling that comes for us all." -Lo, Accursed Wanderer

The PCs are the protagonists of the story, but they exist within a greater world that sees them as who they are through their own lens. NPCs will react accordingly whether the PCs flaunt their powers or keep them hidden, whether they are righteous or mercenary, whether they take an interest in local affairs or not. All is good. Stories work because of character flaws, tension, etc. The trick here is that actions, decisions, even attitudes have consequences.

The village elder is not obliged to reveal the community secrets to outsiders. The beautiful maiden may be in love with someone other than the PC who rescued her. There may be a NPC champion they come across that is more powerful, or more noble, or have their own destiny. It will still be the PC's story who navigate around the untrusting elder, who reunite the maiden with her beloved (perhaps heartbroken, or laying the seeds to a much longer romance arc if they're truly interested), or how they've helped someone else reach their important moment before moving onto the next place.

The word here is "trust", to trust that as a GM I'm offering opportunities and obstacles to the PCs for a reason. It is for them to learn, grow, and shine, and that happens more organically, more genuinely through a variety of situations and circumstances. The characters have "plot armor" in the sense that the narrative will follow them around. They will be challenged, questioned, will face stumbles along their journey. In other words, they're not invincible physically, mentally, or morally.

Edited by Peacemonger (see edit history)
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Story Structure and Rails

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"All are bound by the strands of fate. Whether we let it guide us, whether we resist and pull from it, whether we blindly stumble on and off our path, we can avoid it no less than we can hide from the seasons, or dodge the wind." -Lo, Accursed Wanderer

All games have degree of railroading and a degree of player agency, some lean more one way than than the other. For the rails, this game will aim for an episodic feel. An "episode" may be traversing a dangerous stretch of road or water, or dealing with a conflict within a village, or diving into an ancient ruin. There's also an overarching narrative, a greater threat that will weigh over the story. Part of the rails will be more character-focused. The overarching narrative and all of the chapters will aim to highlight the character's story hooks, personal beliefs, and try to help them along their journey through opportunity and adversity.

As far as pure agency, a good chunk of the chapters are up to where and what the group decide to do. Want to search for inner enlightenment, find ancient artifacts, or focus on a single community and the region surrounding it, all of that is game. For the sake of ease, I will aim to offer some clear options for the group. And within the each chapter there's plenty of options to take. There may be two opposing forces with pros and cons to each side. May be several solutions to solve a challenge.

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Posted (edited)

Technology/Civilization

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"Art, technology, culture, conflict... those who study the past seem to seek but a few distinct things. It begs the question of legacy, to how much of what we do will be remembered." -Lo, Accursed Wanderer

Five-hundred years ago the war ended, the world broken. Already most of the major cities, fortresses, temples, places of enlightenment and power were shattered, and what remained was lost in one final catastrophe that saw the downfall of the remaining mages. The lands were riddled with dangerous magics, the sky was a thick tempest, the seas roiled and churned. All anyone could do was survive. Time healed, and now the lands, though dangerous magics can be found, has greatly tamed. The weather has calmed. The seas are more restful.

What remains are communities that know how to get by in their own unique ways. A village on a plateau that knows how to scale the flat, rocky walls to get supplies from below. A clan living within a volcano have gained a natural resistance to heat and fire. A nomadic group has learned the ins and outs of the poisonous fungi forest. Through evolution, through magic, through ingenuity people have regained control of their day-to-day lives. Still, people have not regained such control, such mastery to build new cities, to slay the most powerful monsters, to make true advancements. Life is still hard, but it is full of hope, wonder, and endless opportunities to make things a little bit better.

And then there are the remnants of the past. This was the time when legendary magical items, sky cities, clockwork dragons, and competing universities existed. It was a time of opulence, greatness, and wonders that defy logic. The remains are scattered. Anything that was easy to find has been, and no few villages have a remnant or two from the past. Those items that remain to be found are hidden within the most treacherous places to be found. Broken temples buried beneath the earth, old laboratories guarded by fantastical creatures, and the homes of the fallen mages of old still hold technology and other innovations from the past.

Edited by Peacemonger (see edit history)
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Posted (edited)

Tone/Inspirations

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"If you wish to be unique, I recommend being dipping oneself in a chaos pool while being cursed by a Hag's Coven, perhaps just after eating strange mold. If you wish for greatness, follow the heroes of old, and do as they did." Lo, Accursed Wanderer

Each game draws from different inspirations, has its own tone(s). The world is full of magic, of breathtaking sights that the characters will get to journey through. There are spirits, and dungeons, and wandering warriors. Awakened animals can engage with ancient guardians. Songs can hold power. Those who are broken pick up their pieces and those who are whole are tested.

Any fantasy story contains some element of the surreal. This particular game is still meant to be grounded in emotional realism. Badass, epic moments are encouraged. Characters shouting strange noises before slipping on a banana peel less so. Be able to endure things normal people shouldn't is great. Getting chipped out of a block of ice by a rodent companion with an ice pick is too goofy for this game.

There is a beautiful, bittersweet feel to this world. So much has been lost, so many scars remain. And yet, there is so much hope, so many dreams and intertwining fates. Like many of the stories pictured above, there are heavy themes of the natural world and its power, of the hero's journey, of the conflicts among well-meaning people, of the darkness that sits within each of us.

The five pictures above are very deliberately chosen for any familiar with any or all of these works.

The Legend of Zelda: Growing up with Ocarina of Time and Majora's Mask, it is quintessential fantasy and adventure for me. Wonderful music, epic dungeons, quirky and memorable side characters, and an innate feel of the epic all resonate with me and hopefully this game.

Studio Ghibli: Magic, wonder, heavy themes of nature and a consistent handling of female protagonists and supporting characters, there's deep inspiration from these movies.

Samurai Champloo: Some of my favorite fight choreography in animation, the wandering from town to town, the bittersweet vibes of life are all things I plan to lean into.

Arcane: A little more indirect of influence, but the thought of the potential opportunities and dangers of magic, along with just solid characterization with fully developed protagonists and antagonists are all things I hope to draw inspiration from.

Moana: Well, just the lightness of better Disney products in general, but also Moana specifically given that I'll be drawing from the Islands of Sina Una third party material based on Philippines mythology, there'll be magic, wonder, and aspects that use different mythologies often mixing and matching.

Edited by Peacemonger (see edit history)
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Game Start

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"The Coral Towers make for quite a sight. One of many examples of when magic and life intertwine in such unusual ways." -Lo, Accursed Wanderer

The Prologue of the game will take place at the Coral Towers, a fishing village that sits among giant risings of coral. Colorful fish spin up and around the coral through the air as if it were as dense as water, side by side with birds who fly next to them with ease. There are a few reasons one might come to the Coral Towers. It is considered a regional wonder for those who risk the dangers of travel. There is the wise, ancient turtle who can provide answers to those who pass its test. There is the Nereid's Choir has many rumors surrounding it, claims of inspiration, of imparting part of its magic, and of simply being just an outstanding performance. And it is a place between places. One can be just wandering from point A to point B.y

There people live a straightforward life of hunting, gathering, a farming sea plants and fish is built pools. The people are a mix of mainly humans, Halflings, and Goblinoids, many who display aquatic features. A tribe of Locathah live in the nearby waters. By tradition, the village is led by the a trio of sorceresses and the greatest hunter among the Locathah.

And they're at an impasse.

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