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View Full Version : 3rd Ed Setting Q&A, Part 1, the urban wilderness.



Empyreal Dragon
2019-08-10, 03:14 PM
So, with all the talk of high magic settings, tippyverse, cheese applied to games. I felt it would be fun to do a little Q&A about my own setting, starting with the central feature of it, the urban wilderness!

A few things to address with the urban wilderness, first and foremost. Across the entire world, level is a known factor. Due to players a long time ago combining powersight, urban savant, truename research, and trap the soul, the difference between a level 10 and level 11 character is a known factor, and with the exception of certain criminals and black ops, a matter of public pride.


Extremely high levels exist in the game, I have former PCs turned NPC and custom NPCs sitting in the high 90s. Level 100 is a number of sacred significance, for the longest time level 99 was believed to be the upper limit. The first man to achieve it(through ritual combat/sacrifice of his entire party of level 99s) is simply known as "the hundred" and is a LEGENDARY individual.


The entire world has a great encircling ocean-river dividing the hemispheres. The unreliable nature of magic and psionics, the harshness of traversing it has given it the title of "the humbling river", and it is from here that all the great rivers flow outwards.

The wylds is nominally ruled and dominated by the grand druid, with nature resurgent, he took the time as the single most powerful druid in the world, he has rallied the clergy of nature gods, the rangers and barbaric casters of the land under his druid circle. Civilization will never overtake nature again.

Greenskins(ogres, trolls, orcs, goblinoids, and a few others, treated as relatives of the same "species") are easily the most dangerous thing in the wylds, herds of tarrasques, flights of dragons and even extraplanar legions have been violently turned back by their fury. Despite the view of them as barbaric savages they are easily the most technologically advanced force on this side of the earth. In fact, 6 out of 10 of the strongest beings on the planet are of greenskin stock.


Contrasting the overgrown nature of the wylds, the megacities are overflowing with power. Teleportation circles, moving portals, planar gateways, interplanetary travel, and even traversing into new universes to access new laws of magic. Adventurers bring in vital essence(XP) necessary for the production of the massive infrastructure of the land. The ruling caste of a city is always the highest level adventurers within it, operating on a democratic meritocracy. Population is limited only by the quantity of magical and psionic devices available.

The gods were once silent, but hundreds of years ago, the first divine servant to outlevel them, and the first group of mortals to collectively ascend caught their attention.

Crafting of artifacts is rare, but not impossible, and the production of such worldshaking devices is restricted to individuals above level 70.




and that should give a good intro to the urban wilderness. Please ask away about it.