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Ixacise

Pull my devil trigger

Notice! This is not the full version of lore. This is mainly intended as a very basic outline to the setting and game plot. I intend to merge your character backgrounds into part of the setting in a finalized version.






Alvira is a world not quite our own filled with wondrous magic, beauty, and ruins. It is like earth in that it has varied cultures which are semi-analogous to our own as well as varied biomes such as green rolling pastoral hills, archipelagos that are also a vacation spot, forests galore, deserts of the sandy and western movie type and so on and so forth. 


Technologically and culturally speaking it is rather schizophrenic. Magictech is semi-proliferate and thus a great deal of many gadgets similar to our own exist as well as certain similar concepts to ours but not all of it. You got things like communication devices, malls, a gift giving winter holiday.  But on the other hand there’s no developed spaceflight, internet, and the world isn’t terribly urbanized with a great deal of uncharted wilderness existing yet there are forms of mass travel like rad looking trains and airships.  You got some nice metropolitan areas with plenty of backwater/ rustic spots and things in-between as well.


The planet is rich in magic and some of the very planets material has some special magic to it which research by leading scholars seems to hint at some ties to the ruins as well as some vague hints that man might not be native to this land. The legends talk of the stars and a mythic land that some believe is the realm of the gods who inhabited this land and were worshiped in those ancient cities before leaving.


Among many other legends and myths speak of items made with a very special material that grant great power to do incredible things. These items shall be the macguffins and be the thing that drives part of the plot forward.


Alvira contains some other races of various degrees of humanoidness.


The Sharaabee kameenon or Sharaabee for short are  race of humanoids with animalistic characteristics read: catgirls.  They are very diverse as their ethnicities are various other mammals like: cats, foxes, bear, panda, sheep,


The Axolotl a race of salamander people who despite being amphibious prefer to make their cities in deep lakes either artificially made or natural. They are skilled in well besides underwater construction a magic involving plant engineering and crystals.


The Bleem which are sapient slimes with a superficial resemblance to jellyfish. They are naturally magical which is demonstrated by their ability to hover despite having no physical appendage to do so.


The Remmix are basically feathered raptors with a knack for machines, flying machines in particular. It is said the reason they focus so much on flight is that amongst their own legends that they were descended from a glorious race that reigned as kings of the sky and although their might look like they have wings, they cannot do anything but a mockery of the graceful wing motions used in flight.


Player stuff:


Players are gonna be a motley crew that obviously, band together as they get swept up in a conspiracy involving these relics and trying to stop them from getting into the wrong hands.  I’m thinking that you’re all just conveniently in the starter town when shit gets real or you’re part of some mercenary/adventurer group doing something and then the plot happens. Alternatively I make fun of Elder Scrolls and have you all in a prison.


Half of the chase will be involving the macguffins and the obligatory conspiracy behind the shadowy evil group nabbing them all and what their plans are and the other will be basically the sightseeing that comes with the journey and some subplots tied to the main point and whatever you, the players want to bring into this.
 
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