Difference between revisions of "Shardworld/Summary"

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[[Shardworld:Main Page]]
 
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'''Elevator Pitch'''
 
'''Elevator Pitch'''

Revision as of 16:23, 29 May 2015

Shardworld:Main Page


Elevator Pitch

The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that's where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn't been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. Yes, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we're in depends upon how you measure these things. By the metric of human empires, we're in the 7th age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They're the closest it gets to a constant in our world of flux, outside the gods of course.

Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don't last longer than an age. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.

Campaign Themes and Styles

Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it's (loosely) based on, 13th age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.

Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent's nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.

Player Options

Racially, Shardworld diverges from the classic D&D arrangement. Player racial options include, in order of population size on the Continent:

Humans- You know the drill.

Shardborn- Human sub-races influenced by energies of another Shard. The seven Shardborn sub-races are the four variants of Genasi, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(Tieflings). Mechanically, these are all their own race.

Wyrmspawn/Dragonics- Humanoids made in the image of the Wyrm, spawned by the energy of his sacrifice taking mortal form.

Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.

And if that doesn't scratch your itch to play something weird, there are also...

Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.

When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. There's also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitechnical energies of the Wellspring Engine.

What Kind of Fantasy is Shardworld?

Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King's Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn't beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.

Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?

Resurrection: If resurrection was common, the kingdoms of man wouldn't still be in disarray from the death of the High King that heralded the end of the 6th Age. There's no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn't to say that many of those that command the forces of magic have tried to bring someone back. This generally almost always ends badly, but knowing this hasn't stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.

Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and it's wielder's proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection to the divine shard where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho's other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.

  • The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.

Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It's well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of "planar gravity" that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called fragments, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of fragments are detailed below:

-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Abyss, the Shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.

-Temple: The coastal city of Temple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the radiant Shard they now inhabit, and while its strength has waned over time, Temple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.

-The Charred Hills: Suffused with the energies of the Shard of fire, this stretch of hilly terrain is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals travel the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn't for the fact that the volcano yields the largest rubies in the Continent.

But Where's My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn't deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre and some are outright cursed. So don't worry, players, you'll get your swag.

Fin

So that's the basics, but there's still a lot more about Shardworld you'll want to know before you start the adventuring. I suggest you read the Icons page, then the Traveler's Guide.