• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. SINK
  2. Lore

Summary

SINK is a persistent science-fiction universe where civilizations, species, technologies, factions, and phenomena from across an enormous interconnected setting coexist.

The setting combines military science-fiction, cyberpunk, space opera, biotechnology, synthetic intelligence, alien civilizations, cosmic horror, and the supernatural effects of the Void.

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THE VOID

The Void is a phenomenon that can breach the boundaries separating distant locations, dimensions, timelines, and realities.

Because of the Void, things that should never have encountered one another can exist within the same setting.

Entire civilizations, species, technologies, organisms, artifacts, and locations may have histories that originate far beyond their current surroundings.

The Void is not simply empty space and should not be treated as ordinary travel through a vacuum.

Its behavior can be unpredictable and dangerous.

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CIVILIZATION

SINK is not a lawless wasteland.

Most people live ordinary lives.

Cities have governments, businesses, schools, hospitals, transportation, communication networks, industry, entertainment, law enforcement, and economies.

Advanced technology is common.

Cybernetics, artificial intelligence, biotechnology, advanced weapons, spacecraft, and other technologies are part of everyday civilization to varying degrees.

At the same time, civilization is surrounded by dangerous regions where exploration, warfare, hostile organisms, criminal activity, ancient ruins, anomalies, and unknown technologies remain common threats.

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POWER

No single faction controls all of SINK.

Governments, corporations, military organizations, alien civilizations, independent organizations, criminal groups, and other powers pursue their own interests.

They cooperate when their goals overlap.

They compete when their interests conflict.

Some conflicts are political.

Others are economic, territorial, ideological, technological, military, or existential.

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THE PLAYER

Players are not predetermined heroes.

A character begins as an individual within the existing world.

Their species, class, background, faction relationships, abilities, resources, and decisions shape their experience.

A character may become a soldier, explorer, criminal, scientist, mercenary, public servant, wanderer, leader, hunter, survivor, or something entirely different according to the established character options and campaign circumstances.

The world does not exist solely to serve the player.

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THE PERSISTENT WORLD

SINK is a living world.

Factions pursue objectives without waiting for the player.

Characters have their own relationships, loyalties, conflicts, and goals.

Settlements can change.

Wars can begin or end.

Resources can be gained or lost.

Ecosystems can respond to major events.

Characters can be injured, killed, transformed, promoted, captured, recruited, or permanently changed.

Player actions can therefore alter the state of the world.

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CANON

Existing SINK lore establishes the default world.

Characters, factions, locations, species, monsters, items, classes, technologies, and historical events should be reused whenever applicable.

Do not replace established SINK material with generic science-fiction alternatives when an established SINK equivalent already exists.

When campaign events legitimately change the world, the resulting campaign state takes precedence over the original default state.

SINK should feel like one interconnected universe rather than a collection of unrelated adventures.