Wednesday, August 6, 2014
Mysteries of Torth
For those who don't already know, I'm creating a free online tabletop fantasy RPG magazine called Draconic. This will be a constantly updated resource for gamers all over the world.
One of the magazine's features will be its own setting for organized play, less restrictive than D&D Adventurers League and FLAILSNAILS. We feel that commonality can go hand in hand with unique campaigns. Some gamers want to feel connected to a world and those inhabiting it. So, we're working on a shared campaign setting... Torth.
Torth is still in the early development stages but that's the perfect time to present the bare bones and ask for your input. I'm sure you'll notice parallels to Dark Sun, Numenera, Anomalous Subsurface Environment, Terminator, Star Wars, and similar stories/settings. We're fans of all that stuff. What inspired those settings has also inspired us. It's part of our geek DNA. Where possible, we intend to make specific details of this world unique rather than a rehash or hodge-podge of the familiar.
We're keeping this shared campaign setting as fluffy and system neutral as possible; however, there will be plenty of crunchy suggestions sprinkled throughout. Without further ado...
Torth
Years ago, a magically advanced civilization flourished across the land. Life was easy for humans, elves, dwarves, halflings, and the various humanoid races. Sorcery was everywhere, paving the way for comfort, innovation, and decadence. Magic was responsible for flesh-crafting, synthetic humanoid constructs, nano-mancy, dimensional gateways, and sentinels floating in Torth's atmosphere.
As the people got lazier, their magic-fueled creations were given more autonomy and power. When the tipping point came, the created saw themselves as slaves and murdered their humanoid masters. Unable to quell this revolution, a cabal of pyro-mancers unleashed a holocaust of nuclear fire, blasting the world's surface. For the most part, the things created by sorcery were destroyed... and so was much of Torth.
Some areas were hit harder than others. A handful of domed cities survived the inferno, as did subterranean habitats. The shunned reptilian people living underground grew strong and bold in the aftermath. Now they dominate the land, capturing humanoids found in the wasteland for slaves or worse! A vocal minority believe peaceful coexistence is possible, if only the right envoys and ambassadors can be selected.
A few humanoid agents believe the synthetics, nano-magic, sentinels, and flesh-crafting should be implemented again, this time with greater fail-safe programming. The prospect of quick and painless reconstruction must be weighed against the cost of another holocaust if something were to go wrong again.
There is talk of banning sorcery. Certain zones forbid those ancient practices, enforcing their edict by sentinel disruptors; though crafty wizards work around such limitations by injecting a serum into their veins - a reagent teeming with sorcerous micro-organisms. With regular use, the serum is addictive and degenerative, but extremely potent.
Adventurers seek their fortune in the wasteland, between settlements and shielded cities, interacting with the genetically scarred remnants, magic-forged abominations, sentinel-created clones, extra-dimensional beasts crawling through holes in reality, hungry reptilian warlords, and dragons! What role do dragons play? I have no idea, but the Draconic Magazine staff will keep working on it.
You can help us, too! Comment below. And if you'd like to write articles for us on a regular or semi-regular basis, contact me (the publisher): Venger.Satanis@yahoo.com
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