2014-10-10, 12:17 AM (ISO 8601)
Our world is ancient, and the universe itself is far older. It is pure folly to believe that the current age is the first one, that we are the dawn of intelligent life. Ancient civilizations have risen and fallen over the eons... and incredibly ancient creatures and organizations remain, some dating back to the dawn of time itself.
In the face of such facts, it is easy to give up, to assume that we are powerless. Our civilizations are squalling infants compared to the ancient titans. "Surely we cannot deal on equal terms to them!" one might say.
That is also pure folly.
Terra Chronos is a campaign setting I am currently developing for a Pathfinder campaign I'm running. It takes place on an alternate Earth, albeit one with very significant changes (for instance, the collapse of a massive caldera in southern Africa resulted in an area completely cut-off from the rest of the planet, and there are also Turtles of Unusual Size.).
The biggest difference, though, is the presence of various archetypes of reality. These Archetypes each represent part of the universe: light, darkness, thievery, assassination, and mallard ducks are all examples. Personalities vary greatly (Light and Darkness partnered together to rule a kingdom in Australia a few hundred years back), but all Archetypes desire to have what they are exist. If, for example, all mallards died, and any particularly important mental images of mallards that people had were forgotten and wiped from the records, the Archetype of Mallards would become mortal. If you can then kill Mallard, mallards aren't coming back. Ever.
Unfortunately for the universe, when (some of, since Archetypes of species obviously didn't exist before the species did) the Archetypes, at the beginning of time, inhabited one city, they engaged in a civil war, since they had competing ideas of what the universe's fundamental building blocks and forces should be. The losers were sealed away, and probability itself was altered to keep them from escaping. They, nor what they represent, are no longer present in the universe.
Because of this, the Archetypes that were sealed away have a powerful grudge. No longer do they wish to merely take part in the shaping of the universe--they wish to destroy their enemies. This would have fatal consequences--or worse--for every single living being in the universe.
Of the remaining Archetypes, some concern themselves with alignments and some do not. Those that do not are generally only interested in promoting themselves; Hydrogen merely wants there to be more hydrogen. Despite what these Archetypes might say, they do have alignments... which are usually neutral at best.
There was very nearly another civil war, until all parties made a pact: They would not use their full power directly, to avoid causing unacceptable collateral damage. Instead, they would use low-powered avatars, and work through intermediaries. The only exception was in the case of attack by Outside; in this case all would join forces and use their full abilities to fight against the invaders.
The focus of the campaign (which the players don't really know yet) is preventing seven of the archetypes of reality from bringing other planets swinging past Earth in the hopes that they'll make Earth more like the planet in question. They will do this by using one of seven orbs (air, fire, earth, metal, water, ice, and plant), each of which corresponds to a continent (North America, Australia, Africa, Europe, Asia, Antarctica, and South America respectively), and a planet (I am going to try to avoid using magic in the design of the planets, and creating my own plausible alien life; I've already gotten a decent amount done on the plant planet, which I'm calling Rix).
Eventually, the PCs will have traveled across the globe.
Unfortunately, this is my first campaign, which means I'm inexperienced. Therefore, I'm creating this thread to receive feedback, and any assistance that anyone wishes to provide.
The campaign is starting in Australia, so that's where my worldbuilding is starting.