Behind the Screen

Greetings! This page is going to serve as a repository of all the games or other things that have influenced this world.

ACKNOWLEDGEMENTS
Games on Obsidian Portal that have helped me along (in no particular order) by answering my questions or by providing inspiration through fantastic site design:

Also, a HUGE thank you to the artists whose work I’ve used. I wish I had thought to grab your names when I first started this campaign site so I could give you proper credit. If you happen upon this message and would like credit (or for me to use different art) please send me a message right away.

Yearly Game Summary
Year One Summary

The Founding Game:
A long time ago in a local library branch not too far away several teenagers decided that they’d like to play a game. Which game? Advanced Dungeons and Dragons, second edition. We were a large group, so Brian (the DM) decided that a few of us would get to play as the BBEG’s. Three of us were chosen, myself, my high school girlfriend Chelsea, and Jake who was the head of our before-school gaming group. Three characters were created, a female vampire cleric dedicated to death (Victoria Dargonaught, the girlfriend’s character), a male vampire cleric also dedicated to death (Myrenthui Dargonaught, my character), and a male human lich ( Talus) who had a personal sigil that looked like THIS. Our characters were also granted lairs, and I wanted mine to be a long forgotten citadel of immense size. I named it The Grand Citadel of Farris, with Farris being the name of my crumbled empire. I designed my lair to be essentially apocalypse proof as I wanted the continuity to be preserved in a fashion when the DM eventually got sick of the game and, like all of his other games, crashed a meteor into it (this did eventually happen). The lich placed his lair at the bottom of the deepest portion of the deepest ocean and protected it in a similar fashion because he too was aware of just how dangerous and full of rocks the cosmos tended to be.

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Us villains got along splendidly and we had no trouble crushing the “good guys” into the dirt. What happened afterwards is really the catalyst for much of this setting. The lich had discovered a ritual that would grant ultimate power over everything. He said that we should attempt it, and we agreed to do so. It wasn’t much later that Myrenthui and Victoria found themselves in the undersea lair with the lich standing over us chanting dark words of power and annointing us with… with… wait, is that oregano? It was too late that we realized the lich’s treachery (and we really should have seen this coming), we failed our saving throws and all of our magic items crumbled to ash while our minds were wiped clean of spells (see: Mordenkainen’s Disjunction). He laughed, then teleported us to the planet’s moon where he imprisoned us in a permanent prismatic sphere.

Then he left.

He had been right about the ritual, it did grant him ultimate power over everything now that we were gone. Well, everything except that large rock that came hurtling from space which ended the game that day. I have adjusted a few things in the timeline, but the rest I’ve made up and filled in as I went along.

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The Cosmology

The Far Realm is essentially The Immaterium from the Warhammer 40k universe. A few things function differently but if you understand the core of one you understand the core of the other. In fact, the picture I used? It’s a picture of the Immaterium. The structure of The Chapter of Righteous Steel is based on a Space Marine Chapter, and the whole concept of Chapters as I’ve used them here? Yep, Space Marines again.
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The Plane of Shadow functions very much like The Penumbra from the World of Darkness setting, with the main exception being that the Plane of Shadow is restricted to just this game world, it doesn’t allow direct travel to any higher or lower realms. It reminds me very much of the Dark World from The Legend of Zelda: A Link to the Past. The Shadow Veil effect was in fact inspired by the Magic Mirror from A Link to the Past, using it would transport you from the Dark World to the normal Overworld. This is why a mirror is required as a focus when someone is attempting to use the Shadow Gate ritual.
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The Plane of Death bears a striking resemblance to the Low Umbra from the World of Darkness setting.

The Style
Generally the tone and style of the game is fairly serious.
Some of the events are inspired by The Hitchhikers Guide to the Galaxy series, although I tend to just make brief references to it in game dialogue or the occasional Adventure log post. Such references include the Pancontinental Bargle Glaster and djinnahntohniq (and really the whole feel of) from the Character Creation Guide, as well as the title for this adventure log: Oh no, not again and the character Aggra Jag Blackspine. hitchhikers-guide-pixel-art_2157779.jpg

The World of Ahn-Azzex, The Setting
The setting itself is somewhat reminiscent of the World of Ruin from Final Fantasy 6 in that, at least in this age, this is a world on the brink of destruction after a catastrophic world altering event takes place (in this case, the departure of The Outsider and the ascension of Talus to godhood). A rudimentary rail system exists, as do airships (although they are prohibitively expensive), as well as at least one elemental powered submarine. The Republic of Crinoa is a literal Floating Continent that used to serve as the last bastion of The Magi (see The Magi from FF6), who (and I just realized I did this recently) were wiped out in a war called The War of the Magi, which is further referenced by the creation of Redemptor Demiscals Libram (a tome describing how the deities essentially locked away their powers to prevent further catastrophe). I didn’t name The Magi, the DM for the founding game did that, and I only realized just now that they were named The Magi because the blue mages from FF6 were called The Magi (in the original game, The Magi functioned very similarly to blue mages).

The Plot
Ah, the real meat and potatoes. It’s hard to explain without giving anything away, but strong elements of the more interesting physics theories are featured. Heavily at times. See: Many Worlds Interpretation, Quantum Decoherence, the Quantum Zeno Effect, and the Grandfather Paradox.

More to come!

Behind the Screen

Rise of the Durnskald Abersade Abersade