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Quinn ([personal profile] prof) wrote2013-01-01 08:32 pm
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Crystal Saga playtest setting: The Dark World

The World as a Whole
This is a world not of light, but of darkness.

Humans are, by large, a nocturnal species, with highly sensitive eyes that allow them to see well in the dark, at the cost of having difficulty adjusting to the glare of the sun during the day. The same can not be said, however, for most of the monsters plaguing the world. The dangerous and supernatural beings most people call monsters operate primarily by day, and rest at night. Accordingly, travel is safest at night, and wise travelers keep watch during the day. Darkess is revered as the great protector, a metaphorical wall between humanity and the forces of light.

The Unseers
Far below the surface, in otherworldly subterranean cities, reside the Unseers - a race of wise eand mysterious sightless beings said to have the power to foresee that which has not yet come to pass. They are spoken of almost as gods; most priests (not to be confused with White Mages) wear blindfolds so as to imitate their blind masters.

The Light World
Rumors speak of another world deep within our own. A world of great evil, where the sun never sets. Of course, they're just rumors, right...?


The Republic of Aurelmar
An old and powerful nation, covering a large portion of the southern coast of the continent. Their land is very fertile, crossed by many rivers, lakes and fjords. Aurelmar has been almost perpetually at war for a long time - depending on who you ask, this is because of their warlike culture, or because they're pinned in between two warmongering nations. Whatever the answer, they are in a rare period of peace at the moment.

Korelac
Initially built on a triangle of land between two rivers and the southern sea, the capital of Aurelmar has long since spilled over both rivers as it grew. A bustling metropolis, one particular location of note is the Lightguard Academy, where young men and women are trained to become proud members of...

The Lightguard
A shield of darkness, ever vigilant against the encroaching light. Aurelmar's elite defense force, doing whatever is necessary to keep the innocent citizens of the Republic safe from evil forces. The Lightguard seldom gets involved in politics, even in wartime - a shield, not a sword.

The Kingdom of Valthune
A powerful and old-fashioned nation to the northwest of Aurelmar. Despite the name, they are currently led by Queen Aksana, a ruthless woman who came to power a mere five years ago, and not peacefully. At the moment, Aurelmar is not at war with Valthune, although tensions are running high between the two nations, and both are running spies to keep tabs on each other.

Halhul
Another nation to the northwest, which has a long history of warfare with Aurelmar. However, there was a regime change twenty years ago, and there has been something much like peace between them ever since.


The party will be a squad of Lightguard Cadets on their first real mission: Head to a small town near the Valthune border to make contact with Niven Walker, a Valthunian defector, and escort him back to Korelac. In theory, this should be a simple task, but...

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