Game Setting in Odyssey Earth | World Anvil

Game Setting

ST Note

In the world of Terra, characters who grew up in the setting may possess some knowledge of their homeland, but not everything is a given or intimately known to them. While they might be familiar with the cities, magical resurgence, and the existence of dangerous creatures, much of the world's history, hidden secrets, and the full extent of magical forces remain shrouded in mystery.   As inhabitants of Terra, they may have grown up hearing stories, legends, and local folklore about the war, the emergence of magic, and the perilous wilderness beyond the cities. However, the specifics of how the cataclysmic event unfolded, the true nature of magical forces, and the exact locations of uncharted territories are not common knowledge.   Players who take on characters native to Terra have the opportunity to discover and unravel the world's hidden depths through exploration, interaction with NPCs, and involvement in the ongoing narrative. This approach creates a sense of wonder and curiosity, encouraging players to delve into the rich lore and uncover the secrets of Terra organically as they progress through their adventures.

Setting

  The game setting of is a post-apocalyptic Earth, set 300 years after a cataclysmic war that brought devastation to the world. The conflict was so severe that the surviving populace sought refuge underground to escape the deadly radiation. For two decades, they waited, hidden from the harsh realities of the surface.   When the people finally emerged from their subterranean shelters, they discovered a world in the process of healing, but one that had undergone significant transformation. The ravages of the war had left scars on the landscape, with ruined cities, overgrown wilderness, and remnants of advanced technology scattered about. Nature had begun to reclaim the world, intertwining with the magic that had reawakened during the war, giving birth to a new high-fantasy realm.   The emergence of magic also brought about the emergence of mystical creatures, once thought to be mere legends. The world now teems with awe-inspiring elementals, mythical beasts, and beings embodying the power of arcane forces.   In this changed landscape, the survivors of the war banded together to create five distinct settlements, each shaped by the unique needs and beliefs of its people. These settlements vary in culture, ideology, and architecture, reflecting the diversity of the inhabitants who call them home. As players explore these settlements, they will encounter NPCs with their own stories, perspectives, and ambitions, adding depth and complexity to the world.

Magic vs Technology

In the world of Terra, the relationship between magic and technology is deeply intertwined, yet vastly different. After the apocalyptic war, the people of Terra made a conscious decision to reject a return to modern technology, recognizing that it had played a significant role in bringing about the cataclysm that nearly wiped out all life. Instead, they turned to embrace the resurgence of magic that had awakened in the wake of the devastation.   Magic in Terra is a potent force, and its return has brought about a reawakening of magical flora and fauna. Ancient arcane energies permeate the environment, transforming the landscape into a high-fantasy realm filled with mystical wonders. Magical creatures once thought to be mythical now roam freely, and the inhabitants of Terra have become attuned to the ebb and flow of arcane energies.   However, the emergence of technology presents a unique challenge to this newfound magical equilibrium. The people of Terra have begun to notice the effects technology has on the magical environment. Whenever technology is employed or introduced into magical areas, it seems to have a banal or weakening effect on the magical creatures and energies.   The exact nature of this banal effect is not yet fully understood by the inhabitants of Terra. Scholars, sages, and magical practitioners are exploring this phenomenon, attempting to unravel the intricacies of how technology and magic interact. Some hypothesize that technology, being rooted in the mundane and logical aspects of the world, disrupts the delicate balance of the arcane, causing magical energies to wane and creatures to lose their potency.   As a result of this discovery, the people of Terra have become cautious about reintroducing modern technology into their lives. They have recognized the importance of preserving the delicate harmony between magic and nature, fearing that a resurgence of technology may once again bring about catastrophic consequences.   The rejection of technology in favor of magic has become a cultural and philosophical choice for the inhabitants of Terra. They have learned to appreciate the beauty and wonder of the magical world that has been reborn from the ashes of the war. The understanding of the banal effect technology has on magic serves as a reminder of the importance of preserving the balance and safeguarding the newfound magical harmony that graces their world.

Life Outside the Cities

Life outside the cities in Terra is a perilous and untamed frontier, where danger lurks at every turn. While it is possible for brave adventurers and explorers to venture into the wilds, they must be prepared to face numerous challenges that threaten their very survival.
  • Monstrous Creatures: The world outside the cities is teeming with mythical creatures and fantastical beasts that have emerged with the resurgence of magic. These creatures range from awe-inspiring elementals and mythical dragons to terrifying, otherworldly beings. Each step into the wilderness carries the risk of encountering these creatures, making it essential for travelers to be on constant guard.
  • Bandits and Marauders: The lawlessness of the untamed regions has given rise to ruthless bandits and marauding groups. They prey on unsuspecting travelers and are not afraid to resort to violence to achieve their aims. Roads and trade routes that lead outside the cities are particularly vulnerable to attacks, making travel an arduous and risky endeavor.
  • Uninhabitable Areas: The cataclysmic war has left large swaths of land uninhabitable, tainted by radiation, or affected by magical anomalies. These areas are desolate, devoid of life, and pose grave risks to anyone who ventures into them. Navigating such areas requires careful planning and protective measures, as they may have unpredictable and hazardous effects on individuals and equipment.
  • Resource Scarcity: Survival outside the cities demands resourcefulness and the ability to adapt to limited supplies. Food, water, and shelter become scarce in the wilds, and travelers must rely on their wits to secure sustenance and protection.
  • Isolation and Communication: The lack of established infrastructure and the vastness of the wilderness make communication between settlements challenging. Travelers often find themselves isolated from help or aid, and distress signals may take a long time to reach the cities.

Travel

In the world of Terra, characters travel from city to city using magical portals that link the urban centers together. These portals offer a safe and rapid means of transportation, allowing residents to traverse vast distances in the blink of an eye. To activate the portals, individuals need a specific item known as a "Travel Token."   Every resident of the cities is issued a Travel Token, granting them access to the portal network. The Travel Token can come in the form of a small enchanted medallion, a unique crystal, or a magical charm. The appearance and design of the token may vary from city to city, but its function remains the same – to activate the portals.   To use the portal system, a character must present their Travel Token to the portal's interface or a designated activation point. Once the token is recognized, the portal opens, creating a shimmering, otherworldly gateway. Characters can step through the portal and emerge in another city connected to the network.   The use of Travel Tokens ensures that only authorized individuals can access the portals, maintaining security and preventing unauthorized use. In the case of a character being banned from a city, the Travel Token can be adjusted by the city's authorities. This adjustment prevents the banned individual from using the portal network to enter or exit the city, effectively restricting their movement. It acts as both a security measure and a means of enforcing city-specific sanctions.

Game Style Sheet

                                               
Style of PlayDescriptionRatingNotes
Action Combat and challenges 4 This is not a monster of the week sort of game. Yes there will be combat, but the bigger challenges that are faced cannot necessarily be fought with weapons. There will be many challenges to overcome.
Character Development Personal dilemmas and choices 5 This is a game of personal choice and dilemmas, and you will find your characters faced with both often. The choices, good and bad, will impact future stories and RP. Actions have consequences.
Darkness PC death or corruption 3 While there will very likely be some character death, depending on choices made throughout the game, it is not the goal of the ST staff to kill PCs. Corruption on the other hand, that is a very real possibility.
Drama Ceremony and grand story 4
Intrigue Politics and negotiation 4
Manners Social etiquette and peer pressure 3
Mystery Enigmas and investigation 5 There will be plenty of opportunity and things to investigate over the course of the game.
Pace How fast do stories emerge, develop, and resolve? 3 Certain stories will move at a faster pace than others

Books

This is a Chronicles of Darkness, 1st Edition game. We do not use 2nd Ed.  

What can you play?

Here is a brief description of each playable character type that is currently unrestricted:
  • Mortals: Mortals are regular humans with no inherent supernatural abilities. They rely on their skills, intelligence, and resourcefulness to navigate the dangers of the supernatural world.
  • Ghouls: Ghouls are humans who have been granted a portion of a vampire's blood. This bond grants them enhanced physical abilities and extends their lifespan, but they also become bound to serve their vampiric master.
  • Proximus: Proximi are humans with latent magical potential. They possess a supernatural affinity the Awakened, often experiencing visions or gaining limited magical powers related to their patron splat.
  • Psychics: Psychics have innate supernatural abilities related to psychic phenomena, such as telepathy, precognition, or telekinesis. They are sensitive to the spiritual world and may be sought after or feared by other supernatural entities.
  • Thaumaturge: Thaumaturges are practitioners of ritualistic magic, delving into ancient traditions and arcane knowledge. They can wield powerful spells and rituals, but their magic comes with risks and consequences.
  • Wolf-Blooded: Wolf-Blooded are humans with a spiritual connection to werewolves (Uratha). They possess heightened senses and a degree of resilience, but they also face the challenges of their connection to the savage world of the werewolves.
  • Awakened: Awakened are mages who have achieved enlightenment and can manipulate the fabric of reality using various magical practices and paths. They tap into the mystical forces of the Supernal Realms to shape the world around them.
  • Changeling: Changelings are humans who were abducted by fairies (True Fae) and replaced with enchanted duplicates called fetches. Upon escaping, they regain their freedom and are now caught between two worlds, using their Faerie-touched abilities.
  • Kindred: Kindred, commonly known as vampires, are undead creatures sustained by feeding on the blood of the living. They possess superhuman abilities and are entangled in the intricate politics and hierarchies of vampire society.
  • Uratha: Uratha are werewolves, shapeshifters with a spiritual connection to Luna, the moon. They can transform into wolf-like forms and protect the natural world from malevolent spirits and supernatural threats. (Must speak with ST running Venue as this setting for Forsaken has been heavily modified)
The following Character Types are restricted:
  • Purified: The result of a complicated ritual that permits the Purified to rise in the Shadow Realm and return to their material body.
The Following are not being approved at this time:
  • Ferals (Changing Breeds), Skinthieves, Mummy, Geists, Prometheans, Body Thief, Hunters, Children, Antagonists, anything from 2nd Ed
If something is not listed above, you may ask the STs, but it may be a no as it would mean learning a whole new system

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