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May 4th, 2016
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  1. <TODO> Write better intro </TODO>
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  3. <TODO> Revise history for nations, inter-nation conflict and war </TODO>
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  5. Sparknotes edition:
  6. -First Age (Ancient prehistory): Humanity up until creation of golems. Almost no records or relics exist from this time. Characteristics: Mysterious, unknown
  7. -Second Age: Creation of golems through beginning of Creation War. Human cultural peak, golems enslaved. Peacetime and utility technological/magical peak. Early states arise as groupings of closely-allied cities. Characteristics and keywords: Sophisticated, elegant, gilded, advanced
  8. -Third Age: Beginning of Creation War through end of Creation War and Spellbreak. Golems violently revolt after peaceful protest fails, gather critical mass for own cities and states, often settled in remains of recently-eradicated human cities. All-out war comes quickly. Wartime and combat technological/magical peak. Unknown party causes Spellbreak; widespread death and destruction from the skies. Only those who quickly took refuge underground survived. Characteristics and keywords: conflict, powerful, dangerous, death
  9. -Fourth Age: Survivors of Spellbreak sign Blood and Iron Concord to establish peace, since too few left of either race to continue war. Guarantees basic rights, outlaws discrimination to both humans and golems. Post-Spellbreak reconstruction, surviving and new states rebuild. No open warfare since the Creation War is so fresh in memory, though armed conflict does still occur from time to time. States take strict control over local magic use, form Arcane Limitation Pact and the Sentinel Order in hopes of preventing another Spellbreak. All non-Order-sanctioned spell usage is illegal, punished with disproportionate severity, but many states turn a blind eye to inconspicuous magic use that they can benefit from. Commercial magic items allowed by the Order exist, though more sophisticated/dangerous ones require permits that are nigh-impossible to get. Cities tend to have magical public services (teleportation for transit, two-way scrying devices for communication), while rural villages range from uncaring to severely magiphobic. Characteristics and keywords: rough, reconstruction, oppressive, opportunity
  10. Default setting is a couple centuries into the Fourth Age.
  11. Characters could be citizens embroiled in inter-state conflict, Sentinels enforcing the Arcane Limitation Pact, or even magical outlaws themselves.
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