Future Game Concepts

The Conjunction of Spheres. At least one scholar has likened it to ships passing at sea, suddenly caught in a violent storm to find their cargo, and sometimes crew, tossed onto the deck of another ship. Thus did the race of man find itself tossed into a world with the likes of dwarves and elves, creatures of the oldest magic, and monsters from deepest nightmare.

The forest is dark and full of terrors. When those terrors become all too real, you need a Witcher.

Created through rituals arcane and unknown and mutated to possess abilities beyond those of mortal man, witchers walk the long roads between towns. If you have a problem, be it mystical or mundane, a witcher can solve it for you... for a price.

 

The Story Thus Far...

  • Chapter 1:

Game Information

  • Game System: Warhammer Fantasy Roleplay 2nd Edition
  • Setting Period:
  • Setting Location:
  • Game Period:

Witcher Setting Resources

Warhammer Fantasy 2nd Edition Resources


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Sauron the Deceiver, Enemy of the Peoples of Middle-Earth, has been defeated. His shadow is gone from the world of men. His fortress of Barad-dûr, the Black Gate, and the Towers of the Teeth all lie in ruins. The elves have all but passed from Middle-Earth, and the Age of Men is at hand. King Elessar reigns over the Reunited Kingdom, and there is peace throughout the land.

The War of the Ring is over. Now, the work begins.

King Elessar has issued a proclamation to all the Men of the West: Go forth, and reclaim the lands of your forefathers. Go forth, into the land of the shadow, and bring light so that no darkness may ever take root again. The land you work shall be yours and pass to your children after you, and thus will our kingdom rise again.

This is how you find yourself, at the end of a long and dusty road, at the small hamlet of Endoflin. The land in every direction is packed, barren earth. Mountains loom everywhere along the horizon, dark and foreboding. Everything had been stripped bare to fuel Sauron's war machine; Mordor is a wasteland, barely habitable.

And now, it is home.

King Elessar's proclamation guarantees that any person who travels to Mordor can lay claim to 100 acres of land there and hold the land in perpetuity, so long as they meet the following requirements:

  • clearly mark the boundaries of the territory by placing a post at every corner bearing an identifying mark
  • live themselves upon the designated land
  • build a dwelling in which to reside
  • make improvements to the land
  • work the land for a minimum of 5 years, during which time no tax shall be levied
  • swear fealty to the Crown of Elessar

In addition to these, veterans of the War of the Ring are accorded the right to select for themselves any land of their choosing despite any prior claims made, in recognition of their service.

One hundred acres of land, owned outright and whole, seemed like such a grand thing. Not only a freedom from any master save the Crown, but a legacy as well. Now, seeing it with your own eyes, doubt begins to creep into your heart and you wonder if this has been a fool's bargain.

It no longer matters. The way behind is shut. Now, the only path lies ahead of you.

Into Mordor, Where the Shadows Lie.

New Talent: Veteran of the War of the Ring
This talent may only be purchased at character creation using the Free Advance.
You are a veteran of the last war of the Third Age, having fought with honor at one of the many major battles. Your status buys you the respect of many as well as extra protections under the law. But it comes at a price: You start the game with a Minor Permanent Injury and the Insanity: Knives of Memory.

The Story Thus Far...

  • Chapter 1:

Game Information

  • Game System: Warhammer Fantasy Roleplay 2nd Edition
  • Setting Period:
    Soon after the War of the Ring
  • Setting Location: Endoflin, Mordor
  • Game Period:

Middle Earth Setting Resources

Warhammer Fantasy 2nd Edition Resources


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We knew they were coming for years. Most didn't want to believe.

It wouldn't have helped if they had. The Reaper assault was so swift and so brutal that we were caught completely unaware. The initial targets fell within hours. The homeworlds lasted only days.

Once we got over the shock, we picked ourselves up off the mat and set about the grim task of figuring out how we were going to hit back. The armies of the galaxy gathered, save only those races who thought they could stand alone against the Reapers, and combined their resources in an attempt to create a weapon that could turn the tide.

As everyone turned to face their common foe, past hostilities were forgotten altogether or even set to right. Members of the salarian Special Tasks Group broke from the non-involvement stance of their leaders to disperse a cure for the krogan genophage and secure their loyalty. The quarians and the geth united to drive the Reapers from their common homeworld. Humans and turians worked together to form the core of the galactic alliance and bring everyone else together.

Some races selfishly chose to focus on their own interests as the systems around them burned. The salarians trusted in their advanced technology to save them. The asari thought their superior biotics would be enough. Both were proven wrong, in the end, and to make matters worse it was revealed that the asari had known all along of the coming invasion. The same ancient technology that warned them about the Reapers allowed their civilization to develop so much faster than the others. They knew, and they kept silent, and thus went from paragons to pariahs in everyone's eyes.

Yet, despite all the horror and death, we persevered. We sent a continuous stream of supplies to build the weapon while the fleets kept it safe. When it was done, the word went out, and all of us stranded planetside watched as the remnants of the fleet left to escort the weapon to Earth and guard it long enough to work.

For hours, an entire galaxy held its breath, waiting, listening to the few reports sent out. The last thing any of us heard was that Commander Shepard had made it onto the Citadel and was about to fire the weapon. Then every single comm went dead. Most people, those not still fighting desperate holding actions against waves of Reaper husks, looked up to the sky, not really knowing what they expected to see. When no lights flashed or great roar came down from the heavens, everyone feared the worst.

Then came the miracle.

Swarms of husks that threatened to overwhelm the survivors suddenly stopped, milling about as though confused. Reaper ships fell out of the skies, crashing into their own forces as often as not. Survivors rallied quickly, seizing the opportunity to gain ground. Reapers trying to regain control of their creations fell under the sudden onslaught.

And so came our salvation. The weapon we thought was meant to destroy the Reapers simply isolated them, cut them off from their fellows. Instead of a galaxy-wide horde with a single-minded purpose, now each Reaper is alone, stranded, formidable but not insurmountable.

It was only later we learned the terrible price of deliverance. Those few ships that remained ventured out to spread the good news, only to find the mass effect relays dark and lifeless. Without those relays, all travel throughout the galaxy has ceased except for small pockets of nearby worlds. We're cut off from the rest of the galaxy, but we're standing together.

We are the Resistance.

The Story Thus Far...

  • Chapter 1:

Game Information

  • Game System: G.O.D. Dice
  • Setting Period: Post ME3
  • Setting Location: TBD
  • Game Period:

Mass Effect Setting Resources

G.O.D. Dice Resources

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The US Military recovered a device from the Giza Plateau in 1928 and spent decades studying it. Their efforts were largely fruitless until the involvement of Dr. Daniel Jackson's translation of the cover stone, which allowed them to turn it on in 1994. The team that went through found the descendents of humans abducted from Earth and worshiping ancient Egyptian gods who walk among them. In fact, those so-called gods are parasitic beings inhabiting human hosts and exploiting human religions to impersonate gods using advanced technology. Ancient humans were spirited away to wherever these beings wished — using them as servants or slaves.

Upon their return the team reported that the mirroring Stargate on the other world was destroyed and no further connection could be made with that world. After that, the seemingly useless Stargate was left buried at the bottom of a missile silo in Cheyenne Mountain until 1997 when it suddenly activated. A group of what could only be aliens came through the device and abducted military personnel, returning back through despite the rain of weapons fire. It was then discovered that the combinations on the dialing device (present on off-world Stargates but not on Earth) were not a combination lock, but rather locational references — and there are possibly millions of Stargates in the universe.

After that discovery, the SGC (StarGate Command) military base was established underneath Cheyenne Mountain under the direction of the United States Air Force to further the human exploration of the universe.

Star's End is summed up in three words: Proof of concept. The proof that Earth's first extrasolar colony can be self-sustaining based on the technology, services, and raw materials the SGC was founded to discover. Set up in the blackout zone of Earth's Stargate in the Milky Way, and positioned on a moon devoid of naquadah, the base is designed to be far out of the way of any Goa'uld interests. Miners, engineers, scientists, military personnel and support staff work side-by-side in this environment as everyone does their best to ignore the fact they are so very far away from home.

Created and funded by the wealthy yet enigmatic Xavier Sloane, this small colony contracts SGC personnel and equipment from Earth in exchange for the valuable raw materials and technology found throughout the galaxy. Though designed to be self-sufficient, plans for the steady growth of the colony depend entirely on the handful of exploration teams, hand-picked by Sloane from the best the U.S. military has to offer.

The Story Thus Far...

  • Chapter 1:

Game Information

  • Game System: G.O.D. Dice
  • Setting Period: 2000
  • Setting Location: Star's End
  • Game Period:

Stargate Setting Resources

G.O.D. Dice Resources

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Thedas is a land constantly in turmoil, each peace merely a breath between storms. The human nations, from the holy empire of Orlais to the independent city-states of the Free Marches, have a long and brutal history of conflict — over land and resources, over slights and insults — going back ages. Even the powerful and monolithic Chantry, founded by the prophet Andraste, struggles to maintain order in the chaotic world.

Even as the nations try to tear themselves apart, powerful forces from without constantly threaten their borders. Beyond their north border lies the Tevinter Imperium, a powerful magocracy fueled by the blood of its slaves, ever in decline but refusing to die. Horrifying as the Imperium is, it serves as the only barrier between the rest of humanity and the armies of the Qunari, religious fanatics who believe that their strictly-ordered society will be spread to all people, by force if necessary.

And throughout all this looms the ever-present threat of the Darkspawn. Corrupt and foul beings, they live their lives underground, eternally scouring the dark places as they search for the archdemons who will rise up and lead them across the surface of the world in the great Blights where endless waves of darkspawn wash over the earth, tainting everything they touch.

The only answer to this threat is the order of Grey Wardens — a brotherhood of soldiers immune to the darkspawn taint sworn to fight the hordes wherever they appear. But the Blights are few, with only a handful in recorded history and hundreds of years in between, so the Wardens' numbers dwindle in the long interim as humanity forgets the horrors of the past.

Even between blights, for most in Thedas life is still bleak and injustice rampant. Elves, once said to possess a kingdom of their own, are now among the most impoverished lower class of most cities, enslaved in some places and in all but name in others. Those few who are not enslaved are labeled outlaws and live in clans in the wilderness. Dwarves in their underground mountain kingdoms, always beset with the Darkspawn, they have seen thaigs dwindle from twelve down to two — Orzammar and Kal-Sharok. Mages, those humans and elves born with magical ability, are taken to the circle towers to live out their days under the watchful eyes of the Chantry's Templar orders, and segregated from the rest of society. Any who escape are hunted and imprisoned... or worse.

Life in Thedas is violent and full of brutality for all except the most wealthy and affluent. For the poor and downtrodden, for those labeled criminal by virtue of birth, and for escaped slaves, there is little chance of escaping oppression. So when a group of city elves and humans living on the scraps of civilization were offered the choice to leave by a man offering decent wage and treatment, it was the chance of a lifetime. To work hard and live decently. To live free.

There were three to begin with, the locals say, two humans and an elf. Three of the most different people one could imagine. One man was a huge, mountain of a man, always wearing armor with a wardog at his side. The second, also a man was dark-skinned, tall and thin, well-dressed and educated. The third, a woman, feral in appearance and marked as one of the Dalish. They were the ones who led the first from the cities in the shadow of famine through the plains and into the mountains. There was a place prepared for them, a curious place. There were fields, but no town; a harvest, but no workers; and no Templars, no nobles, and no hatred.

Some came later, led by stories of a place away from the slaughters, from being pressed into conflict or trodden beneath boot heel. From the cities they came — from Cumberland, Nevarra City and Kirkwall — led by the mark of the fountain through wilderness and forest to an abandoned hilltop far away from city, keep, or village. There a fire burned eternally without fuel and provisions were laid for them. And during a night of the full or new moon, they fell asleep and when they awoke they were in a different place. What else but magic could be responsible?

And in that place Refuge was founded by the toils of all who came. The town hall was their home for the first winter, preceded only by the lumber mill and a few barns. The next year houses began to be built, going first to the tradesmen to create their wares. But during the planting season that next year, a glint of steel could be seen coming from the west. When a full unit of the Orlesian army arrived, led by the Chevalier Ser Alain de Chevin, they realized that their dreams of freedom had been only that — a dream.

The Story Thus Far...

  • Chapter 1:

Game Information

  • Game System:
    Warhammer Fantasy 2nd Edition
  • Setting Period:
    1 Dragon Age
  • Setting Location: Vimmark
    Mountains between Orlais and Kirkwall
  • Game Period:

Dragon Age Setting Resources

Warhammer Fantasy 2nd Edition Resources


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