Setting Information
Mar. 11th, 2016 12:31 amWhat kind of world is this?
This game is set in a world that's full of ruins, mysteries, and a whole lot of super-sized monsters in a lush and thriving ecosystem a whole lot bigger than your characters.
This world isn't exactly untouched by technology. The remains of civilisations that came before are clearly evident. But this is also a world in which those things have been left, mostly, alone; they are overgrown monuments to a time that no longer exists. Nature reigns.
Civilisation in the present day takes the form of small and scattered villages, traveling caravans, and other such settlements. While travel between them is possible and thriving - whether it's on foot, via boat or caravan, or even by airship - the ever-present need for defense against the monsters in which these people share their world is there.
And there are many, many monsters. Wyverns of all shapes and sizes, leviathans lurking in the deep sea, gigantic arachnids, territorial insects - these are just a few examples of what fills the world. And then there are beasts of myth and legend, elusive, gargantuan, the details of their existence lost - if they truly exist at all. Information of these vast creatures is coordinated by the Guild, an organisation made to maintain the balance of the ecosystem.
The adventure of a lifetime is sure to appear from out of the mist. And if it doesn't - it's worth simply seeking out, too. There's something to be said for the joy of the chase.
Monsters?
Monsters are one of the defining backbones of this world (perhaps more literally than some might expect). The cultures, lifestyles and economies of towns and cities everywhere base themselves off what monsters live and thrive in the area, and the variety of habitat and species means that even though two people may come from towns with the same general climate, their culture may be quite different.
Of course, living in such a wild world has its dangers. A small village with no dedicated hunter may simply be wiped off the map by an injured monster seeking out easy meat, or a fight for territory with an invading species. Even with hunters to defend settlements, it's often easier to simply evacuate rather than hold their ground to constantly beat off attacks. And, of course, monsters are territorial. They often take offense to smaller, squishier creatures enroaching on what they believe to be theirs - and they often have the destructive power to back it up.
Monsters are generally grouped by common physical and behavioural traits. The exceptions are those that fall under the Elder Dragon category. Too big, elusive, destructive or otherwise are lacking in information in vital areas, they are the creatures of myth and legend - and for those who don't involve themselves with monsters in some way, the most likely way to meet one is to stumble upon the aftermath or suffer the effects of their presence.
Ruins?
Even the oldest Wyverian - a species said to live hundreds of years - cannot remember a time before civilisation was the way it was today. But the grand and hollow husks of machinery and architecture that litter the landscape - and the ancient automatons that are occasionally discovered - says otherwise.
Once, there were magnificent structures, and awe-inspiringly complex technology, and the people who lived and thrived there commanded great power. The echoes of their presence are still felt in the present day.
But they are only echoes. The old secrets are long lost; only scraps of their legacy and the feats they performed remain. Though it's possible to find that which was sealed away long ago, and to study and restore relics of the past to a form that's usable for daily life, they are ultimately the only remaining pieces of a much larger puzzle. Everything else was swallowed up by nature and whatever happened to those civilisations, so many centuries ago.
Where do I start?
For your own reasons, you've joined up with an exploratory caravan that journeys in the field, sending back reports of new monsters and new discoveries. Whether it's for fame, glory, revenge, to meet new people or see new places...as long as you work hard, you'll be rewarded by the Guild.
And perhaps, you'll even be rewarded by finding what you seek.
This game is set in a world that's full of ruins, mysteries, and a whole lot of super-sized monsters in a lush and thriving ecosystem a whole lot bigger than your characters.
This world isn't exactly untouched by technology. The remains of civilisations that came before are clearly evident. But this is also a world in which those things have been left, mostly, alone; they are overgrown monuments to a time that no longer exists. Nature reigns.
Civilisation in the present day takes the form of small and scattered villages, traveling caravans, and other such settlements. While travel between them is possible and thriving - whether it's on foot, via boat or caravan, or even by airship - the ever-present need for defense against the monsters in which these people share their world is there.
And there are many, many monsters. Wyverns of all shapes and sizes, leviathans lurking in the deep sea, gigantic arachnids, territorial insects - these are just a few examples of what fills the world. And then there are beasts of myth and legend, elusive, gargantuan, the details of their existence lost - if they truly exist at all. Information of these vast creatures is coordinated by the Guild, an organisation made to maintain the balance of the ecosystem.
The adventure of a lifetime is sure to appear from out of the mist. And if it doesn't - it's worth simply seeking out, too. There's something to be said for the joy of the chase.
Monsters?
Monsters are one of the defining backbones of this world (perhaps more literally than some might expect). The cultures, lifestyles and economies of towns and cities everywhere base themselves off what monsters live and thrive in the area, and the variety of habitat and species means that even though two people may come from towns with the same general climate, their culture may be quite different.
Of course, living in such a wild world has its dangers. A small village with no dedicated hunter may simply be wiped off the map by an injured monster seeking out easy meat, or a fight for territory with an invading species. Even with hunters to defend settlements, it's often easier to simply evacuate rather than hold their ground to constantly beat off attacks. And, of course, monsters are territorial. They often take offense to smaller, squishier creatures enroaching on what they believe to be theirs - and they often have the destructive power to back it up.
Monsters are generally grouped by common physical and behavioural traits. The exceptions are those that fall under the Elder Dragon category. Too big, elusive, destructive or otherwise are lacking in information in vital areas, they are the creatures of myth and legend - and for those who don't involve themselves with monsters in some way, the most likely way to meet one is to stumble upon the aftermath or suffer the effects of their presence.
Ruins?
Even the oldest Wyverian - a species said to live hundreds of years - cannot remember a time before civilisation was the way it was today. But the grand and hollow husks of machinery and architecture that litter the landscape - and the ancient automatons that are occasionally discovered - says otherwise.
Once, there were magnificent structures, and awe-inspiringly complex technology, and the people who lived and thrived there commanded great power. The echoes of their presence are still felt in the present day.
But they are only echoes. The old secrets are long lost; only scraps of their legacy and the feats they performed remain. Though it's possible to find that which was sealed away long ago, and to study and restore relics of the past to a form that's usable for daily life, they are ultimately the only remaining pieces of a much larger puzzle. Everything else was swallowed up by nature and whatever happened to those civilisations, so many centuries ago.
Where do I start?
For your own reasons, you've joined up with an exploratory caravan that journeys in the field, sending back reports of new monsters and new discoveries. Whether it's for fame, glory, revenge, to meet new people or see new places...as long as you work hard, you'll be rewarded by the Guild.
And perhaps, you'll even be rewarded by finding what you seek.