Description
I am slowly building Atlán, a campaign world set on the planet Erdeyn. This is a photo, but I'll upload a scan when I can get one. I'm eventually going to try to develop my own system which will be based on 3.5e, but with some features from Friday Night Firefight's system (from old school Cyberpunk) like sandbagging DRs due to high strength, and using a body hit chart and making everything skill checks including attacks. If anyone would like to help me develop such a system for eventual publication, feel free to PM me.
For those interested, some teaser text:
Atlán, the Realm of the Gods, is a campaing setting for [TBD]
An ancient realm where the intersection of magic and technology have left indelible marks on history, Atlán is a low-magic, high-damage campaign setting based on the world of Erdeyn, where magical and divine energies are forces of nature unto themselves and capable of great devastation.
Practitioners of the arcane and esoteric are rare, and magical artifacts and fragments of ancient technology are rarer still. Rarest of all are those capable of not only understanding that ancient technology, but effectively wielding it as well, and there’s more than a few cautionary tales about such artificers ultimately destroying themselves by attempting to harness unimaginable power through the use of old world machinery.
Magic is also affected by the natural cycles of the moons, Albus and Canus, and the sun, Atl, and much of the lore regarding the ebb and flow of magic that survived the Schism has been passed down through tradition and occult sciences, most of which is carefully guarded by the High Council of Wizardry.
Caretakers of magical lore and technology, and collectors of all things ancient and arcane, the High Council of Wizardry has quietly guarded humanity and guided its course through the three millennia since the Schism, neutralizing threats with the potential to spark global catastrophe, and confiscating dangerous magical artifacts to keep them from falling into the wrong hands.
Formed in the wake of the Schism, the High Council consists of nine archwizards called Justicars who guard the nine different schools of magic. They preside over Uthengard in Arkenheim, and are voted in from amongst their ranks of Magi—powerful wizards in their own right who act as emissaries, diplomats, judges, lawyers, ambassadors, and even field researchers and apprentices.
Nothing was too mundane to escape the High Council’s preservation efforts during the early years of its existence. Many Magi took up positions as judges and magistrates, quietly enacting the will of the High Council in their rulings. Others apprenticed themselves to tradesmen and artisans to preserve skills that might otherwise be forgotten and lost. Old libraries and private collections were scoured for any texts of value to humanity’s survival—anything and everything that could be salvaged was salvaged. Magical items and relics were confiscated, and their owners paid fair value—whether they wanted it or not.
The High Council answered only to themselves and held themselves aloof, enforcing their will through the might of the Red Legion—specially-trained rangers and soldiers loyal only to Uthengard who were known for their crimson cloaks and stoicism in battle.
Such actions naturally caused the Magi to be treated with fear and suspicion wherever they went, despite the crucial importance of their work. It is only because of the efforts of the High Council that anyone at all even knows what happened in the Age of Dreams.
Now, it is up to the heroes of the day to help recover what was lost, and earn some fortune and glory along the way.