Game Pitch and Setting Start
10 years ago
Here is the game pitch. I'm looking for players who are interested in a d20/Skype game.
The setting is inspired by j and crpg combined with an anthro theme using the FATE Core as the game engine.
The world of Novomir, home to the Divine Guardians and the tribes that worship them is rife with politics, dark magic, and the glimmering potential of a new age. The earliest legends speak of an old world before this one, when all the tribes were one race and the Guardians were dormant. But a corruption in the form of Chaotic magic bleed into the world taining the people and the land itself. Some legends say it was the first undisciplined attempts at magic, or unsealing of a primal force the guardians once tamed in the first forging of the world that was the source of this chaotic energy; but whatever it’s origin it had a malevolent drive behind it and it slowly consumed the old world. Then when the first tribe almost lost all hope the Divine Guardians arose and gathered up followers to their banner, carving a path out of the madness fighting those driven to darkness and corruption. Eventually a hard won battle allowed the Guardians to gather up their followers and forge a new world, or escape into a new world, accounts differ.
Once settled the Guardians blessed the tribes who followed them with unique gifts and ability, offering safer paths to magic, and the tools needed to rebuild their societies in the Guardian’s images. Quite literally as the tribes slowly took upon the physical aspects of the Guardian spirits. Not exactly and some tribes were only blessed with partial aspects forms eventually diverting into sub tribes and mini families. Some tribes were not so lucky, the battles against the Chaos cost them their Guardian to death or madness. Others were so touched by corruption before being saved that it’s mark remains among them no matter how many years have passed. These eventually became known as the lost and forsaken tribes.
Milina have passed and the tribes have grown into nations and states. Mixing together in unique ways and offering a diverse take on their backgrounds, natures, and magical blessing. This new age has seen the advent and growth of two world changing sciences. The first is magical. The art of wizardry has grown, built out a study of magic unrefined by the Guardians it offers more diversity of art at the cost of potential chaotic corruption. Previously shunned if not outright illegal, a more enlightened egalitarian mindset in some modern nations have started to accept limited and careful study of this new art with sometimes draconian promises or oaths to bind the users. The raw benefit of crafting unique magical items and spells outweigh the risks as some nations find themselves in a climate of global tension of territory and resources.
The other advent is the rise of steam technology, and a hybrid of magical and technological prowess which is pitting the martial might of old rivals against each other as they race for more and more powerful and complex tools of magictech might. Airships, canons, magical weapons and art is pushing more traditional magic to the sidelines of battle fields and has created tensions between older well established powers and rogue nations looking for an edge. Once the Kingdom of Sukaiwa ruled the skies with their airship and bountiful float stones, only now to be edged out by the small but technological powerhouse Fayer Danser who has combined cutting edge steam tech and risky Wizardry. Other more established and sizable republics like Chetyrebrata find their borders encroached by rival empires such as the Glanberg Collective. The power struggle throws the players into a world at the brink of the first global war, unless they can find a way to stop it.
Worse yet, the rise of new cults and mysterious societies studying the lost lore of the old world have grow in power and number. These groups undermine the power of established social order and pit the various world powers against each other in a grab for access to lost lore and forbidden secrets of the old world. The Guardians no longer act directly, but their shaman and clerics receive dire warnings and ill omened missives. It all comes to the head when the players hometown is attacked weeks ago and strangely no one remains except the picked over remains of the village and mystery that leads to adventure.
The setting is inspired by j and crpg combined with an anthro theme using the FATE Core as the game engine.
The world of Novomir, home to the Divine Guardians and the tribes that worship them is rife with politics, dark magic, and the glimmering potential of a new age. The earliest legends speak of an old world before this one, when all the tribes were one race and the Guardians were dormant. But a corruption in the form of Chaotic magic bleed into the world taining the people and the land itself. Some legends say it was the first undisciplined attempts at magic, or unsealing of a primal force the guardians once tamed in the first forging of the world that was the source of this chaotic energy; but whatever it’s origin it had a malevolent drive behind it and it slowly consumed the old world. Then when the first tribe almost lost all hope the Divine Guardians arose and gathered up followers to their banner, carving a path out of the madness fighting those driven to darkness and corruption. Eventually a hard won battle allowed the Guardians to gather up their followers and forge a new world, or escape into a new world, accounts differ.
Once settled the Guardians blessed the tribes who followed them with unique gifts and ability, offering safer paths to magic, and the tools needed to rebuild their societies in the Guardian’s images. Quite literally as the tribes slowly took upon the physical aspects of the Guardian spirits. Not exactly and some tribes were only blessed with partial aspects forms eventually diverting into sub tribes and mini families. Some tribes were not so lucky, the battles against the Chaos cost them their Guardian to death or madness. Others were so touched by corruption before being saved that it’s mark remains among them no matter how many years have passed. These eventually became known as the lost and forsaken tribes.
Milina have passed and the tribes have grown into nations and states. Mixing together in unique ways and offering a diverse take on their backgrounds, natures, and magical blessing. This new age has seen the advent and growth of two world changing sciences. The first is magical. The art of wizardry has grown, built out a study of magic unrefined by the Guardians it offers more diversity of art at the cost of potential chaotic corruption. Previously shunned if not outright illegal, a more enlightened egalitarian mindset in some modern nations have started to accept limited and careful study of this new art with sometimes draconian promises or oaths to bind the users. The raw benefit of crafting unique magical items and spells outweigh the risks as some nations find themselves in a climate of global tension of territory and resources.
The other advent is the rise of steam technology, and a hybrid of magical and technological prowess which is pitting the martial might of old rivals against each other as they race for more and more powerful and complex tools of magictech might. Airships, canons, magical weapons and art is pushing more traditional magic to the sidelines of battle fields and has created tensions between older well established powers and rogue nations looking for an edge. Once the Kingdom of Sukaiwa ruled the skies with their airship and bountiful float stones, only now to be edged out by the small but technological powerhouse Fayer Danser who has combined cutting edge steam tech and risky Wizardry. Other more established and sizable republics like Chetyrebrata find their borders encroached by rival empires such as the Glanberg Collective. The power struggle throws the players into a world at the brink of the first global war, unless they can find a way to stop it.
Worse yet, the rise of new cults and mysterious societies studying the lost lore of the old world have grow in power and number. These groups undermine the power of established social order and pit the various world powers against each other in a grab for access to lost lore and forbidden secrets of the old world. The Guardians no longer act directly, but their shaman and clerics receive dire warnings and ill omened missives. It all comes to the head when the players hometown is attacked weeks ago and strangely no one remains except the picked over remains of the village and mystery that leads to adventure.

maskmaker
~maskmaker
OP
I'll post character ideas and options soon.