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Turemia (Placeholder)

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All I want is a 90s D&D game with a weird creation myth. Playing fast and loose with D&D here.   Before time, there were the Towers. Twelve Towers around the globe, half of them baked in the unmoving sun and half engulfed in eternal moonlight. Inside these towers, in an unmoving world, energy bubbled. Against its doors and windows and ceiling and floors, pressure built. Stone cracked. Their inners groaned. They could no longer hold themselves together. In a timeless world where nothing changed, their doors opened. The Twelve Towers exhaled, and all things were expelled into the world.   The burst of energy turned the heavens and the world. Time was born of the constant cycle. Outside the Towers, new life walked the once empty places. These beings born from The Towers were the True Gods, the purest creatures who were or ever would be. They saw the empty places of the world, places of untouched potential, and united to put the world in order. They created The Systems, those immutable laws of the world. They divided the world into the Planes, chose their Portfolios, and, lastly, created their faithful, those impure descendants of the Towers. These were the Mortals.   In the eons that followed, during the rise of civilization and the refinement of the Systems, no person scaled a Tower. The desire to do so never died, however. Many adventurer went into their open doors, either returning with tales of horrible challenges or never returning at all. Yet, there were whispers of a great boon. The first to ascend a Tower would gain some sort of prize. Money. Power. Influence over the Systems. Even if the task seems to invite nothing but failure, people never gave up this dream.   The year is 1992. The world is Turemia. Technology level: quasi-modern. Boots of Haste? No. Rollerblades. Shred or die, nerds.

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