Sunday 12 June 2016

Setting Material

I've been plugging away at setting info for the Outer World for a few days now. Fluffy flavor stuff is a good way for me to sort of stretch mentally, so I thought it would be a good thing to do right before diving headlong in the the GM section of the game.

So I recently posted on G+ concerning ideas for a setting timeline - and response was less positive than I'd hoped for. Most people simply do not want to take a lot of time to pour through extensive info of any kind. Not that I'm bitter: I am really glad that I can use the input now instead of pouring anymore time into it.

So I've gone a different route with it. Instead of longer timeline with specific dates, each of the four Aeons is covered thusly;

3rd Aeon: The Age of Three Empires

With the monarchs of antiquity vanquished and driven away, mortals rise to unopposed prominence. Many nations are born, but a clear triumvirate emerges; a bright and shining kingdom, a realm bathed in shadow, and a country of iron and gears. These empires become both the hope and terror of the age, inventing, warring and ever-growing.

The Hero of the 1st Aeon captures the sun and declares war on the triumvirate. The empires join forces and the resulting conflict wounds the Hero, breaks the sun and slays the world's oldest dragon. The empires save their people, but are ruined in the process.


Hopefully enough to stimulate the imagination and grant tangibility to the Outer World's history, but not enough to strangle interest and creativity. I am taking the same route with write-ups on locations in the current, 4th Aeon.


The Shadowed Lands

There is no law or order in this haunting landscape of tundra and fungal forests. The nomads of the Shadowed Lands must unceasingly contend with the restless dead, raiders and overzealous crusaders from Shard that work to shatter what little piece they can build.


Adventures in the Shadowed Lands might include protecting nomad caravans, battling powerful undead creatures, and scouring forgotten places for anything of value.

Notable Sites


  • Lekia, The City of Old Sins
  • Phantom Frost Fortress
  • The White Moth Opera House

The idea is to give a brief summary of an area, as well as a few tidbits to give some ideas to an eager GM.

Of course, these will likely be more fleshed out in modules down the road, but I like for the main book to give possibilities as opposed to definitive - these sorts of things should be adaptable to a multitude of tones and styles, after all.

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