A Strange New World

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The Laws of A Strange New World

1. Magic Exists. Magic is also superpowered in this new world compared to others. It does not have to make sense nor does it need an explanation of how it works. It just works.
2. Psionic powers exist, but act through real world natural laws.
3. Aliens in all manner of flora and fauna abound across the planet
4. Gods exist who can impact the world either directly or through their followers
5. MEGA DAMAGE The supernatural nature of things in this world makes them so tough, some modern weapons even can't hurt them. Only ultra modern weapons or dedicated anti-tank style weapons can hurt them.

Cosmology

A big lore dump is included in the articles.

Principal Geography & Features

Start with the geography of our Earth. Next imagine what it would look like if it suffered massive earthquakes, volcanoes and thawed polar ice caps. Then picture what it would be like if the ice caps froze again (mostly).
Almost four hundred years has passed since the players' time. Virgin forests are massive, native species and alien species have entered into an ecological balance that is thrown out of whack often enough as new rifts open and disgorge new species into the mix.

Initial Active Setting

We're going to start with a village. Introduce some surrounding communities so the players get a feel for the bigger picture. The two big regional powers being Tolkeen and the Coalition States with a number of independents and bystanders like the Osawkee indians, the Colorado Baronies, fairie kalaidoscopes and others.