Description
Original scifi universe set in a tumultuous period of post-imperial collapse called "The Great Schism". All known civilization is thrust into a massive, multi-sided civil war, fought by the splinter-states of what was, very recently, a singular and united civilization (the Endless Unity). As this struggle for the remnants of an empire unfurls, unfathomable terrors gather in the galaxy's darkest corners.
Author's Note
WORK IN PROGRESS (remember to sync updates regularly) This is a science-fiction / science-fantasy setting that I have been working on for the better part of a decade. Set in a technologically advanced but gritty world after a major civilizational collapse. The lore of this setting is expansive, and I am currently working on transferring it to Friends and Fables. Needless to say I will be updating this world a lot. HOMEBREW RULES (setting is designed with these considerations) 1. Magic is intentionally overpowered as it is rare. Spell levels are basically doubled to what is "typical" in DND (i.e. a level 2 spell is roughly as strong as a level 4 spell in normal DnD, a level 4 spell is roughly as strong as a level 8 spell in normal DnD, etc. Any spell level 5 and above is basically OP. Play a high-level psion if you want to be godlike. Play a non-psion if you want a challenge. (HINT: there are ways for non-psions to become psions. Or at least, the lore is designed with this in mind - the actual quests for this haven't been added yet) 2. In connection with rule #1, "normal" magic-using classes will only be able to use up to level 4 spells (spellcasting type is set to 'half'). You can still play as OP classes of course (in fact I encourage you to do so starting at a lower level), just note that powers like "Psionic Ascension" and "Void Rift" will be OP and are fully intended this way. 3. Some consumable items can be quite strong. Again, this is intentional, meant to be lore-friendly and to open up creative ways to approach things. 4. Gear slots work a bit differently here. Basically the armor slot is your exosuit, which covers the whole body. Head, neck, belt, and legs are slots reserved for 'corpus mods' (basically beneficial implanted organs, whose body location lore-wise does not necessarily always match the ingame item slot). Back, feet, ring, and glove slots are reserved for something that isn't implemented yet. 5. Weapons have high damage. Monsters also have high damage. This is intentional to make combat less of a slog, although it might slightly conflict with Franz' current implementation and proclivity to generate random monsters/items that don't follow this rule.
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