corielldog
Junior Member
Title: Lost in the Static
Game: Dungeons and Dragons 5th Edition
Player Count: 4-6
Description:
Eleven hundred years of fear
Eleven hundred years of strife
It has been eleven hundred years since the largest cosmic storm to reach the galaxy, referred to as The Static, began and cut Metra-Fermis off from he rest of the Carpagian Empire. The world was one of a booming metropolis that spanned the horizon line which housed nearly 50 billion people. The sixth most populous and fourth most wealthy planet in an empire spanning hundreds of planets. Metra-Fermis was a linchpin within the empire, a forge world that produced anything from weaponry to furniture to be shipped out in exchange for the food supplies it required as there was no suitable land on the rocky barren world where Single factories stretched on for miles through cities that spanned subcontinents with shipping lanes and loading docks big enough for a dreadnaught class ship to land comfortably
The world quickly deteriorated when the Static arrived, there was a constant influx of supplies from agrarian worlds that was shut off immediately, ships would be battered by cosmic radiations during their journey with communication breakdowns that left ships dead in the water. Planetside, starvation quickly set in and people resorted to less than savory methods of survival. Massive riots led to the declaration of martial law, flimsily sustained by the painfully small administrative force meant to control the populations.
100 years- The population had been at least halved and mass communication breakdown lead to technological regression resulting in a loss of manufacturing capabilities
200 years- The final remaining and functional star skippers on the planet left to seek help, none have returned. Small agricultural societies have appeared near the oceans but only the most hardy plants can grow due to the massive amounts of radiation and pollution settling in the atmosphere (thank tod for potted potato and tomato plants). The final power plants begin to melt down and large chunks of major cities are left uninhabitable. Inner city zoos degrade when left without care, animals escape and repopulate the cities where the mortal races could not survive.
400 years- the worst has come to pass, the seeds from millions of balcony gardens from the old world have grown wildly thanks to mutation from radiation, this combined with animals spreading through irradiated zones created new biomes, the radiation levels dropped enough for small areas to be resettled.
800 years- Confederations of townships have been established; ancient skyscrapers are swallowed by massive writhing vines and fall upon dense tree canopies. A complex ecosystem has been born in the dangerous wilderness of old society with warring nomadic tribes inhabiting the forests and worshipping “The Growth Mother”. People with “magical” abilities begin appearing, nobody knows why they exist but some speculate it to be a form of mutation from the Static.
1100 years- The world consists of vast wastes, rocky planes cover the land outside of sunken and dilapidated cities where suburbs would have once been. Vast factories teeming with ancient weaponry and machinery, no longer understood, lie dormant on a world lacking electricity. A gray endless sky stands above the world with occasional flecks of harsh sunlight peeking through. Any day holds acidic rainstorms. Roaming raider bands dot the horizon riding modified star skiffs, now called sand skiffs, and terrorize frontier settlements of Confederations, some of which are becoming real players in the new world. The hearts of cities are avoided due to the danger of collapsing buildings, mutated beasts, botanical mazes, and monstrosities still hidden in the murky undergrowth. The world is resting in a state of rebirth, although to fully begin the process it must finish dying.
The world is in the hands of the people who rest upon it, and our story begins in the settlement of Katchan, in the Confederacy of Smaeson, where a group of adventurers are accepting their first mission together.
Character Creation: We’re going to be doing a 27 point buy, details about equipment will be in-depth because there’s quite a bit of homebrew and small modifications we have going on. Homebrew will be a case by case basis, no monstrous races other than Dragonborn and lizard folk. Try and stick to PHB races, you can ask about other races though and we can talk about it
House Rules/Game Style: my worlds are always open books in which I allow you guys to help me write them, there are often times when you think your character might “know a guy” or “have heard something” about a new place or Maguffin or whatever it may be. In those situations I encourage you to sell me on it, the more I like it, the more likely you do know a guy!
Also! We will be using a homebrewed critical injury table, the game will be fairly dark at some points but I plan on offsetting it. Hope you all like it
Game: Dungeons and Dragons 5th Edition
Player Count: 4-6
Description:
Eleven hundred years of fear
Eleven hundred years of strife
It has been eleven hundred years since the largest cosmic storm to reach the galaxy, referred to as The Static, began and cut Metra-Fermis off from he rest of the Carpagian Empire. The world was one of a booming metropolis that spanned the horizon line which housed nearly 50 billion people. The sixth most populous and fourth most wealthy planet in an empire spanning hundreds of planets. Metra-Fermis was a linchpin within the empire, a forge world that produced anything from weaponry to furniture to be shipped out in exchange for the food supplies it required as there was no suitable land on the rocky barren world where Single factories stretched on for miles through cities that spanned subcontinents with shipping lanes and loading docks big enough for a dreadnaught class ship to land comfortably
The world quickly deteriorated when the Static arrived, there was a constant influx of supplies from agrarian worlds that was shut off immediately, ships would be battered by cosmic radiations during their journey with communication breakdowns that left ships dead in the water. Planetside, starvation quickly set in and people resorted to less than savory methods of survival. Massive riots led to the declaration of martial law, flimsily sustained by the painfully small administrative force meant to control the populations.
100 years- The population had been at least halved and mass communication breakdown lead to technological regression resulting in a loss of manufacturing capabilities
200 years- The final remaining and functional star skippers on the planet left to seek help, none have returned. Small agricultural societies have appeared near the oceans but only the most hardy plants can grow due to the massive amounts of radiation and pollution settling in the atmosphere (thank tod for potted potato and tomato plants). The final power plants begin to melt down and large chunks of major cities are left uninhabitable. Inner city zoos degrade when left without care, animals escape and repopulate the cities where the mortal races could not survive.
400 years- the worst has come to pass, the seeds from millions of balcony gardens from the old world have grown wildly thanks to mutation from radiation, this combined with animals spreading through irradiated zones created new biomes, the radiation levels dropped enough for small areas to be resettled.
800 years- Confederations of townships have been established; ancient skyscrapers are swallowed by massive writhing vines and fall upon dense tree canopies. A complex ecosystem has been born in the dangerous wilderness of old society with warring nomadic tribes inhabiting the forests and worshipping “The Growth Mother”. People with “magical” abilities begin appearing, nobody knows why they exist but some speculate it to be a form of mutation from the Static.
1100 years- The world consists of vast wastes, rocky planes cover the land outside of sunken and dilapidated cities where suburbs would have once been. Vast factories teeming with ancient weaponry and machinery, no longer understood, lie dormant on a world lacking electricity. A gray endless sky stands above the world with occasional flecks of harsh sunlight peeking through. Any day holds acidic rainstorms. Roaming raider bands dot the horizon riding modified star skiffs, now called sand skiffs, and terrorize frontier settlements of Confederations, some of which are becoming real players in the new world. The hearts of cities are avoided due to the danger of collapsing buildings, mutated beasts, botanical mazes, and monstrosities still hidden in the murky undergrowth. The world is resting in a state of rebirth, although to fully begin the process it must finish dying.
The world is in the hands of the people who rest upon it, and our story begins in the settlement of Katchan, in the Confederacy of Smaeson, where a group of adventurers are accepting their first mission together.
Character Creation: We’re going to be doing a 27 point buy, details about equipment will be in-depth because there’s quite a bit of homebrew and small modifications we have going on. Homebrew will be a case by case basis, no monstrous races other than Dragonborn and lizard folk. Try and stick to PHB races, you can ask about other races though and we can talk about it
House Rules/Game Style: my worlds are always open books in which I allow you guys to help me write them, there are often times when you think your character might “know a guy” or “have heard something” about a new place or Maguffin or whatever it may be. In those situations I encourage you to sell me on it, the more I like it, the more likely you do know a guy!
Also! We will be using a homebrewed critical injury table, the game will be fairly dark at some points but I plan on offsetting it. Hope you all like it