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One Hundred Worlds A Selection of Combination Settings for Jumpchain

Version 2.2.1 !!/7+E9O+N4T1 TableTable ofof ContentsContents

Introduction 4 6. Campaign 35 What’s All This, Then?․․․․․․․․․․․․․․․․․․4 26. Here Be ․․․․․․․․․․․․․․․․․․36 How To Use This Document․․․․․․․․․․․․․4 27. Inheritors of Steel & Fire․․․․․․․․․․․․37 1. Anachronisms 5 28. Trench and Blade․․․․․․․․․․․․․․․․․․38 1. Stray Future․․․․․․․․․․․․․․․․․․․․․․․․6 29. The Gate․․․․․․․․․․․․․․․․․․39 2. Red in Tooth and Claw․․․․․․․․․․․․․․․7 30. Pro Forma Ars Magica Bellum․․․․․․․40 3. Winds of Change․․․․․․․․․․․․․․․․․․․․8 31. Grand Chorus․․․․․․․․․․․․․․․․․․․․41 4. Daemonic Mandate․․․․․․․․․․․․․․․․․․9 7. Generica 42 5. Melange․․․․․․․․․․․․․․․․․․․․․․․․․․10 32. Fantasy ․․․․․․․․․․․․․․․․․․․․43 6. A New Challenger Approaches․․․․․․․․11 33. Venture Forth․․․․․․․․․․․․․․․․․․․․․44 2. Behind the Veil 12 34. Quest for Deliverance․․․․․․․․․․․․․․45 7. Hidden Things․․․․․․․․․․․․․․․․․․․․․13 35. Dungeon Delvers․․․․․․․․․․․․․․․․․․46 8. Liminal․․․․․․․․․․․․․․․․․․․․․․․․․․14 36. Summoned Saga․․․․․․․․․․․․․․47 9. Ready? Fight!․․․․․․․․․․․․․․․․․․․․․․15 8. Heroes and 48 10. Carpe Noctem․․․․․․․․․․․․․․․․․․․․16 37. Battle of Wits․․․․․․․․․․․․․․․․․․․․․49 11. Occult Arcanum․․․․․․․․․․․․․․․․․․17 38. Guns and Gadgets․․․․․․․․․․․․․․․․․50 12. Unearthly Threats․․․․․․․․․․․․․․․․․18 39. Appropriate Measures․․․․․․․․․․․․․․51 3. Chemicals & Circuitry 19 40. Tarnished Age․․․․․․․․․․․․․․․․․․․․52 13. Dreams in Digital․․․․․․․․․․․․․․․․․20 41. Mahou no Mazoku․․․․․․․․․․․․․․․․53 14. Hands of Steel․․․․․․․․․․․․․․․․․․․․21 42. Capes & Spandex․․․․․․․․․․․․․․․․․․54 15. Bootstrapped․․․․․․․․․․․․․․․․․․․․․22 9. It’s the End of the World 55 16. C⊕Si․․․․․․․․․․․․․․․․․․․․․․․․․․․23 43. Wastrels․․․․․․․․․․․․․․․․․․․․․․․․․56 4. 24 44. Vigor Mortis․․․․․․․․․․․․․․․․․․․․․57 17. Ashes, Blood, & Iron․․․․․․․․․․․․․․․25 45. Zoned․․․․․․․․․․․․․․․․․․․․․․․․․․․58 18. Warden’s Road․․․․․․․․․․․․․․․․․․․․26 46. The New Flesh․․․․․․․․․․․․․․․․․․․․59 19. Telos․․․․․․․․․․․․․․․․․․․․․․․․․․․․27 10. Last Rites 60 20. Mordant․․․․․․․․․․․․․․․․․․․․․․․․․28 47. Restless Spirits․․․․․․․․․․․․․․․․․․․․61 21. Kingdom of Lost Souls․․․․․․․․․․․․․29 48. As Above, So Below․․․․․․․․․․․․․․․․62 5. Eldritch Enemies† 30 49. Remnants Ecumenical․․․․․․․․․․․․․․63 22. A Madder World․․․․․․․․․․․․․․․․․․31 50. Heaven or , Let’s Rock․․․․․․․․․․․64 23. In Search of Answers․․․․․․․․․․․․․․․32 24. Cast in Shadow․․․․․․․․․․․․․․․․․․․33 25. Grim Remnants․․․․․․․․․․․․․․․․․․․34

2 11. Magical Realms 65 16. Silver Bullets† 97 51. Animal Kingdoms․․․․․․․․․․․․․․․․․66 78. The Swiftly Rising Night․․․․․․․․․․․․98 52. Family Matters․․․․․․․․․․․․․․․․․․․․67 79. Dust and Nightmares․․․․․․․․․․․․․․․99 53. Fabled Coronation․․․․․․․․․․․․․․․․․68 80. Extranormal Forces․․․․․․․․․․․․․․․100 54. Towers of ․․․․․․․․․․․․․․․․․․․69 81. To War With Hell․․․․․․․․․․․․․․․․․101 55. Nexus․․․․․․․․․․․․․․․․․․․․․․․․․․․70 17. The Long War† 102 56. Stranger Wakes․․․․․․․․․․․․․․․․․․․71 82. Amid the Tumult․․․․․․․․․․․․․․․․․103 57. Zephyr Skies․․․․․․․․․․․․․․․․․․․․․72 83. An Evolution of Conflict․․․․․․․․․․․104 12. No Place Like Home 73 84. War in Heaven․․․․․․․․․․․․․․․․․․․105 58. Ordinary Life․․․․․․․․․․․․․․․․․․․․․74 85. Titanomachy․․․․․․․․․․․․․․․․․․․․106 59. Knights’ Code Duello․․․․․․․․․․․․․․75 86. Bitter Means to Bitter Ends․․․․․․․․․107 60. High-Stakes Archaeology․․․․․․․․․․․76 18. Visions of 108 61. License to Kill․․․․․․․․․․․․․․․․․․․․77 87. Milquetoast Anarchy․․․․․․․․․․․․․․109 62. Bump in the Night․․․․․․․․․․․․․․․․․78 88. Monument to Ruin․․․․․․․․․․․․․․․110 63. Run & ․․․․․․․․․․․․․․․․․․․․․․․79 89. Ethics Waivers․․․․․․․․․․․․․․․․․․․111 13. Ochasen† 80 90. Leviathan Manifest․․․․․․․․․․․․․․․112 64. Honor’s Edge․․․․․․․․․․․․․․․․․․․․․81 19. Xenocide† 113 65. Yokaigo․․․․․․․․․․․․․․․․․․․․․․․․․82 91. They Walk Among Us․․․․․․․․․․․․․114 66. Theatre of War․․․․․․․․․․․․․․․․․․․․83 92. Invaders Must Die․․․․․․․․․․․․․․․․115 67. Religious Racket․․․․․․․․․․․․․․․․․․84 93. Janitorial Engineer․․․․․․․․․․․․․․․․116 14. Quasar Stellaria 85 94. Open Season․․․․․․․․․․․․․․․․․․․․117 68. Free Space․․․․․․․․․․․․․․․․․․․․․․․86 95. Extinction Wars․․․․․․․․․․․․․․․․․․118 69. Star Kingdoms․․․․․․․․․․․․․․․․․․․․87 20. Zenith 119 70. Across the Sands, Thunder․․․․․․․․․․88 96. Challenge of Faith․․․․․․․․․․․․․․․․120 71. A Bold Peace․․․․․․․․․․․․․․․․․․․․․89 97. Climb The Tower․․․․․․․․․․․․․․․․․121 72. Ad Vance․․․․․․․․․․․․․․․․․․․․․․․․90 98. of Cultivation․․․․․․․․․․․․․․․․122 73. Space Fantasy․․․․․․․․․․․․․․․․․․․․․91 99. Questant Regalia․․․․․․․․․․․․․․․․․123 15. Refuge in the Mundane† 92 100. Jagannath’s Door․․․․․․․․․․․․․․․․124 74. Comfy Modern Fantasy Life․․․․․․․․․93 Notes 125 75. The Ostian Empire Knocks․․․․․․․․․․94 FAQ․․․․․․․․․․․․․․․․․․․․․․․․․․․․․․125 76. High Caliber Fantasy․․․․․․․․․․․․․․․95 Coming Soon․․․․․․․․․․․․․․․․․․․․․․․125 77. Punk․․․․․․․․․․․․․․․․․․․․․․․96 Changelog․․․․․․․․․․․․․․․․․․․․․․․․․125

3 IntroductionIntroduction

What’s All This, Then?

This is a selection of combined jumps, settings for those interested in new worlds. Each original setting is composed of elements, themes, tones, etc. of its constituent jumps’ canonical settings, blended together in a way that hopefully creates a fertile place for stories to occur. Each combination has its own page, with a brief description of what makes the world unique, what sorts of adventures one may have there, and challenges a jumper may face. Most of these are pastiches – similar settings blended together for a world composed of common cliches and tropes. These 100 combinations are sorted into 20 groups that share similar setting or story qualities. Despite similarities, each visit to a combination in the same group will be to an entirely new world. The intended exceptions to this are groups that make up a single timeline (marked with a †), but you might find other worlds fit together to make an unexpectedly compelling timeline.

How To Use This Document

This document is 125 pages long, and ain’t nobody got time for that. Jumpchain is a single player imagination game, and I can’t tell you you’re doing it wrong. But I can tell you how this document was intended to be used. Rather than reading through the whole thing, the Table of Contents features hyperlink entries, and there should be a panel to jump to different sections and entries in your PDF viewer’s user interface. It was mentioned above that there are 100 combination listings in 20 categories. This was by design. There are two ways to select a combination at random. For less control and more unexpected results, roll 1d100 and use that setting. For more control over where one jumps, roll 1d20 to determine a category, and pick your favorite from it. Then use the Table of Contents or your PDF viewer’s bookmark bar to go directly to where you need. Either method will quickly get your jumper to an original world. These worlds are, in most cases, left largely undefined and intentionally under-developed. These are starting points to do some world- building, develop an interesting cast of original characters, and come up with new stories.

4 1.1. AnachronismsAnachronisms

anachronism (countable and uncountable, plural anachronisms) 1. A chronological mistake; the erroneous dating of an event, circumstance, or object. 2. A person or thing which seems to belong to a different time or period of time.

These worlds often feature strange combinations of magic, technologies, and culture. The chaotic blend of apparently disconnected elements should lead to an interesting world by putting the focus on the juxtaposition of rarely connected setting elements and themes. Besides the coexistence of magic and technology, you may find the way these things are treated is different than you’d expect. Magic may be the subject of intense study and experimentation, while technology is treated with mysticism or reverence. This can lead to magitech: either as magical technology, or technological magic. Technology levels may differ wildly from area to area, or co-exist in the same area, without apparent rhyme or reason. “Pilot the hover craft closer, I want to hit them with my sword,” is a phrase that comes to mind. For internal consistency, there should be reasons for technological disparities and quirks to exist. With unequal developments in technology and magic should come inequalities in social dimensions as well. A group that has access to a recharging station can make better use of laser guns than one that has to use swords – in a conflict, one will probably end up on top. If a city has a rare water purifier, they’re probably going to be fundamentally different than the city that has to rely on catching rain for drinking water. Not all anachronisms are equal, obviously. There is a wide range of combinations of possible magic, technology, etc. Maybe swords get used because laser pistols are hard to charge – or maybe magical warriors with swords easily outclass regular people with lasers. On the whole, it’s nearly impossible to predict what a person could come across in worlds such as these – dinosaurs and robots are equally likely encounters. Or a robot riding a dinosaur. Or vice-versa. And such encounters might be hostile, or friendly, depending on the individual world. This means that the interpretation of the world is even more malleable than other settings.

5 1. Stray Future

“The love of wilderness is more than a hunger for what is always beyond reach; it is also an expression of loyalty to the earth, the earth which bore us and sustains us, the only paradise we shall ever know, the only paradise we ever need, if only we had the eyes to see.” ― Edward Abbey

 CATastrophe  Kemonomimi  Fun in the Sun  Treasure  Splatoon  Cephalopods  Friendly Territorial Competitions  Extinct , Risen Seas  Cave Story  Androids, Animal People  Rare Magic  Remnants of Technology

There’s little point in pretending this is anything but a vacation. On a warm, Earth-like planet covered in water, two moons trace out the sky above the waves. A variety of aquatic species that inhabit the depths and shallows. Some of these are larger, more intelligent, friendly, or featuring novel proportions or colors. Others are gigantic leviathans that are clearly alien in nature. Small scattered archipelagos of idyllic beaches and scenic cliffs, floating island-barges packed with huts, and large fixed platforms that rise above the waves on scaffolding. This tropical paradise is home to several races that maintain simple, almost primitive life styles. Androids are helpful, but are in danger of becoming temporarily disabled if they get too wet. Cephalopods are tentacle-headed munchkins that spend most of their life in the water. The youthful animal-people are curious, but short-lived. Despite their differences, all three races live in harmony with one another. In the rare case that two parties come into conflict with one another, the disagreement is usually solved with a competition, race, or game. When those involved can remember what the issue was about when they declare a winner, this is a peaceful way of settling differences. Although the androids are the most obvious, all three races are artificial. Beneath the waves, and in some island mountains, there are remnants of a lost people, incredible technologies, and shiny treasures. It often takes the strengths of all three races, working together, to explore these sites, and overcome the dangers that sometimes lurk within. There are legends of the people that supposedly created these places. A race as tall and -capable as Androids, curious and friendly like the Nekomi, and as clever and adaptable as . All they’ve left behind are miracles of technology, artifacts, and abandoned places.

6 2. Red in Tooth and Claw

“The race is now on between the technoscientific and scientific forces that are destroying the living environment and those that can be harnessed to save it.” ― E.O. Wilson, The Future Of Life

“Men argue. Nature acts.” ― Voltaire

Hunter  Hunter Guild and  Ancient Structures and Small Villages  Carving and Crafting  Nausicaa  Harmony vs Control  Environmental Dangers  Precursor Civilization  Pokemon  Tall Grass  Living Companions  Tournaments and  Team Bad Guy  Generic Monster Trainer  Generic Perks and Trees

Long ago, many evils were done in a great war. Those ancient kingdoms are no more, but you can see their bones in the distant skeletons of steel. We have adapted to what our ancestors did to this world. Now, an uneasy equilibrium exists between mankind, and the in the wild. Outside the small villages and walled cities, monsters rule. Some of our bravest venture out to slay the most vicious and aggressive of these creatures, before they can attack us. Of course, many live in harmony with a few species of monsters. It is rare to find a city without a population of small cat-like cooks and assistants, or a village without herds of shaggy-coated peaceful herbivores that are an easy source of silky fur for fabric, food, and crafting materials. Without Hunters and Tamers, monsters would run unchecked, and many children dreams of finding some rare egg to raise, or ranging out and slaying some great beast. However, the Guild regulates their members’ activities closely, to avoid provoking a response from larger packs, or the most powerful of beasts. However, there are factions within the guild, and in society at large, that would see the delicate, uneasy balance tip one way or the other. Some desire to subjugate monsters and reclaim the wilderness. Others seek harmony with the creatures that would devour them. Hunters venture out to eliminate threats, or gather rare and powerful reagents needed for crafting. Trainers tame monsters, or pit them against the enemies of man. Researchers study these mysterious creatures, lost technology, and the riddles posed by ancient ruins. This is an untamed world of monsters, and of mankind trying to survive in it.

7 3. Winds of Change

“You might think that, by now, people would have become accustomed to the idea of natural catastrophes.” ― Christopher Hitchens

 Elona  Quests, Taxes, Estate Management  Aetherwind Mutation  Magic and Gods  Rare Guns and Genetic Tech  Pets and Slaves  Stormlight Archives  Various Godshards  Spren and Highstorms  Multiple Magic Systems  Slavery, Caste System

Long ago, the world was rich in both technology and mystical knowledge. None alive today know the cause, but one day, ill-winds began to blow, and storms battered the whole of the world, drenching it in untamed magic. Casting magic in such a storm is not advised. The First Storm changed the face of the world, reshaping the wilds, tearing down the house of the gods, and raining misfortune and monsters upon the land. Every month, a smaller storm repeats the cleansing. The tingling breeze carrying the storms has come to be known as the aetherwinds. When they blow, get yourself inside a shelter, or risk becoming like the things that stalk the wilds. Raw mana can have some strange effects, especially on sentient creatures, mutating them or driving them insane. The results lurk off the beaten path. Sometimes these unfortunate outcasts keep their mind, bandits or banished criminals. But after enough exposure, everything changes, body and mind. These changes are often random, disturbing, and dangerous. Living beings that absorb enough mana develop a “core”, colloquially known as a power gem, mana crystal, blood stone, or one of several other names, depending on the region. These cores come in many sizes, forms, and grades, and are the basis of a new economy. They empower magical tools, can be drained by mages to cast spells, are offered as tribute to gods, or consumed as alchemical reagents. Caves and tunnels – natural, unnatural, or remnants of sewers or subway systems – often become saturated with mana, forming dangerous dungeons where monsters congregate, and grow ever more dangerous. These dungeons must be periodically cleansed, but doing so can reveal rewards in the form of cores, or unpredictable mana-enriched items and equipment. The safer route is farming: harvesting either the unnaturally-fast-growing plants, or the empty cores left outside to be recharged with the passing of a storm. These are the basis of the new economy, but the predictability makes it easy for thieves to profit.

8 4. Daemonic Mandate

are like obedient ; they come when they are called.” ― Remy de Gourmont

“People shouldn't call for demons unless they really mean what they say.” ― C.S. Lewis, The Last Battle

 Bloodstained Ritual of the Night  Industrial Revolution  Demonic Incursion  Guild and Binders  Magical Disease  Dishonored  Corrupt Pseudovictorian  Cosmic-Horror-Granted Powers  Oppressive Church and State  Bizarre Creatures and Plague  Bartimaeus  Oppressive -Summoning Magocracy  Aristocratic Apprenticeships  Revolutionaries With Powers

On two great islands, battered by waves, beneath slate skies, demons walk among men. Gross inequality has created a storm of social unrest only kept at bay by the demons conjured and enslaved by the ruling powers. Beneath the miasma, on the flickering of arclit cobblestone streets, a reckoning is brewing. Angloss & Daimos are two islands united under a monarchy, supported by an aristocratic magocracy. The underclass, facing increasingly deplorable standards of living, is beset on all sides by suffering. This inequality is sustained through an oppressive police state, a corrupt state religion, and demonic surveillance. The royal family arose in the distant past for their bloodline’s ability to banish demons, resist magic, and other, likely mythical abilities. These powers act as a divine mandate, guaranteeing the royal family’s place, and keeps the demon-summoning magicians in line. The magicians, who pass their secrets along lines of often-adoptive succession, are the nobles, courtiers, high-ranking officials, and captains of industry. They stay on top by binding conjured spirits to their will, and jockey with one another for knowledge, artifacts, and political power. The lower class is treated by the decadent magicians and royals as a renewable resource – of labor, and ingredients for rituals. They pay heavy taxes, are forced to work dangerous jobs for low wages, and their rights are trampled upon by a magocracy without royal oversight. Add to this mix unbound demonic incursions, a magical plague, recent famine, and disturbing rumors of powers lost and gained, and the twin isles are ripe for violent political upheaval.

9 5. Melange

“’I'll go get the horse and buggy,’ you'll say. And I'll say, ‘But I thought we were taking the hovercraft?’” ― David Levithan, The Lover's Dictionary

“How do you explain plastic to a medieval forest bard?” ― Jefferson Smith, Strange Places

 She-Ra/He-Man  Power of Grayskull  Evil Muscle Wizard  Lasers and Magic Swords  Star vs The Forces of Evil  Portal to Other Worlds  Weird People  Magical Inheritance  Adventure Time  Gods and Domains  Dick-Ass Wizards  Adventure and Treasure   Robots  Magic  Good, Evil, Gods

There are many worlds, connected to one another through a series of portals, and inhabited by various strange beings. Some of them are welcoming, others require aid against a great evil, many are home to powerful artifacts of magic or technology. But there is danger here, in the form of monsters and villains, and cosmological threats are not unheard of. The backbone of many stories in these worlds is the idea of adventure and the heroic quest. As long as you are strong, righteous, and clever, there is little a dedicated person cannot accomplish, and in the process acquire much in the way of wealth or reputation. Knights with laser pistols, wizards with prized dancing toys, non-euclidean department stores that stock magic , cyborg lizard-men, astronauts trapped in a crystal prison beyond space and time, and all sorts of stranger things are to be found in these many worlds. out your preconceptions, because things are going to get weird. Of course, there is disparity between the worlds, and those who rule them are not always kind, or just. This is one source of conflict, as rulers of realms often have the capability to travel between worlds, or can hire mercenaries who can hunt you down across dimensions. Keep in mind that not all monsters are evil, and not all men are good – villains come in many forms, and many even think their actions are righteous. See Also: Rifts

10 6. A New Challenger Approaches

“If you can't go back to your mother's womb, you'd better learn to be a good fighter.” ― Anchee Min, Red Azalea

 Dragon Ball +Z  Genocidal Aliens  Ki Blasts and Punching, Transformations, One-on-One, Power Levels  Tournament  Stephen Universe  World-Ending Genocidal Aliens  Fusion Forms and Lasers   Killing Bites  Animal People, Combat Forms  Ultraviolent Tournaments  Mortal Kombat  Fate of the World  Magical Tournament

On a distant, sparsely-populated planet, magic, ki-fueled martial arts, psionics, technology, and pure animal savagery vie for supremacy in and out of the fighting ring. Beyond the dense cities and vast wastelands, in the distant reaches of space, conflicts that anything seen on that planet draw nearer. While most people on this strange planet are relatively unassuming examples of their species (, or less common humanoid animals), they stick rather closely to the large cities. Because outside of those cities are over-sized animals, reptilian sauropods, and bandit gangs. Small villages are likely to be home to a strong warrior culture, or teeming with guns. However, there are rare examples of individuals with incredible power. Learned mystics who can move objects with their mind, or read others’ thoughts. Disciplined martial artists who have spent years honing their ability to channel the body’s natural energy – ki. Animalistic people who can draw from a deep well of primal fury to transform into powerful bestial forms. Scientists who have created anti-gravity, self- contained portable pocket spacefolds, and cybernetic organisms capable of punching out a T-Rex. Soon, however, this… not so peaceful, but dreadfully under-prepared planet will face a new threat: alien warrior-slaves, sent by an oppressive regime of crystalline life-forms that seek to rule the entire galaxy. When the first wave fails to capture Terra, others will come – more powerful servants, low-class crystals, and aliens who seek to ally with these upstarts who dare to fight. Eager to fight, and quick to learn, these aliens will provide both challenge and opportunity for the inhabitants of this backwoods, undeveloped planet. Even as they threaten us, ki warriors learn from their martial styles, beast-men are inspired to try different features, and scientists reverse-engineer their technology, and raise it to new heights. As always, the inhabitants will rise to the occasion, growing stronger in strife, to protect their home, their families, and their way of life.

11 2.2. BehindBehind thethe VeilVeil

“There was a door to which I found no key: There was the veil through which I might not see.” ― Omar Khayyam

At first glance, these worlds look like the average 20th Century Earth – but hidden behind a titular of normalcy, horror and wonder can be found. Those who manage to peek behind the veil are changed, or destroyed. Much of the setting can be taken for granted: it’s the year 199X or 20XX. Assume some minor historical and popular media and trends deviations. Beyond that, what needs to be addressed is the titular veil, and what’s behind it. What keeps the average person ignorant about the truth of the world? Is it a magical effect, concerted effort by those in the know, or a combination? Is what lays behind the always a monster, or is there good to be found there, too? Why does the facade exist, and how did it come to be? These questions should, for the most part, be answered in each combination’s section. There are things that may need considered, beyond the basics. How do average people get “sucked in” to ? What consequences are there for revealing the hidden, or stumbling across it?How do the enlightened treat a newcomer? What new opportunities and dangers will a novice find? What sorts of shibboleths, customs, and taboos have arisen in the shadow world? Then, there are the characters, and their stories. How did this or that character become introduced to the world, and how has that colored their perception? Will your characters find any allies, or enemies waiting for them? Why does the hidden society matter to characters? In the traditional Hero’s Journey formula, the usually returns from the “hidden world” with some insight or power that effects their day-to-day “normal life”. How does the revelation change their perception of the world, and their place in it? How do those who are a part of the secret world interact with the mundane world, and the people in it?

12 7. Hidden Things

“The most terrifying words in the English language are: 'I'm from the government and I'm here to help.'” ― Ronald Reagan

 Gravity Falls  Small Town  Magic and Supertech  Otherworldly Threats  Stranger Things  Small Town  Government Experiment  Powers  MIB/SCP  Memory Erasers  Aliens/Weird Shit  Entrenched Power  X-Files  Various Creepiness  Government Cover-Ups  All Theories Are True

It’s not that the government is out to get you, specifically, man, it’s just part of a machine, you know? There’s all this stuff happening that’s bigger than you or me, and if we get in the way, we go splat. There’s weird stuff happening, but it’s being covered up for (sinister? benevolent?) reasons by an extralegal, possibly international organization. They have the ability to rewrite memories with a flash of light, and have access to other alien technology far beyond what the common person has. For some reason, they’ve set up shop near a quiet little suburban/rural town, where increasingly strange and dangerous events are occurring, or about to occur. Might feature alternate dimensions, time travel, aliens, demons, cultists, or more than one of the above. There’s also a social dimension, where those most likely to question and notice things (children, loners, outcasts), are the least likely to be believed. Relationships might be strained if one person believes and the other doesn’t. See Also: The iceberg of conspiracy theories.

13 8. Liminal

“I can feel that I'm in a dream, but I can't wake myself up.” ― Ashley Earley, The Darkest Light

“Perhaps sunlight had always been luminous, and doorways signs of greater passage than that of one room to another. But she’d not noticed it until now.” ― Clive Barker, Imajica

“With the inevitability of a tongue returning to probe a painful tooth, we come back and back and back again to our fears, sitting to talk them over with the eagerness of a hungry man before a full and steaming plate.” ― Clive Barker, Books of Blood: Volume Two

Souls  Weird Quasi-Magical Powers  Monster Drops  Limbo  Nightmarish Traps, Monsters, Adversaries  Thematic Zones  Silent Hill  Monsters  Location-Related Reality-Blending  Don’t Rest Your Head  Powers and Mirror World  Nightmares, Monsters, Madness

There are cracks between life and death, dream and reality, that people – or even places – can fall through. On the other side is danger, but also the promise of closure, or maybe something like enlightenment. Sometimes people slip into these different dimensions, aided by mental illness or psychoactive drugs, a location’s history, and other factors. Within these pocket dimensions, the rules of reality are a bit more malleable, and the locations and inhabitants’ natures are informed by our worst nightmares. However, surviving in one of these places comes with rewards and risks after the fact. You carry a piece of it inside you. If you triumphed, you can make a bit of its strength your own, or return with a precious kernel of restored hope. Make no mistake, these places and the things in them are evil. They gobble up countless lives, hopes, dreams. They can negatively effect individuals, twisting them into sick monsters. They can swallow up buildings, or entire towns, resulting in mass hysteria or disappearances. Many of the inhabitants seem to be based on common fears and insecurities. Others take after an individual’s more personal issues, and seek them out exclusively. See also: The Daily Grind

14 9. Ready? Fight!

“A Maximus, the Gladiator lies in every human being. When the time comes, your Maximus within you will come out. It is not called destiny, it is an extended automatic self reflex” ― Anoop Raghav

 Generic  Secret Society of Fighters  Super-Powered Mortals  Kengan Asura  Bloodsport Competitions  So Many Martial Arts  Street Fighter  Covert Government Action  International Fighters  Ki Enforcement and Blasts  Baki  Ridiculous Characters  Weird Fighting Styles  Almost-Supernatural

The secret world of violence has many names. In Korea, it is the Murim. In , Jianghu. Japan knows it as Chika Tōgijō. There are many names for it in the West. Ritualized combat goes beyond entertainment, sport, or ways of settling disputes. Spilling blood, some say, is intrinsic to human nature. And it makes sense that humans have turned it into an art, worthy in itself. From all around the world, there are fighters whose talents go beyond what most think are possible. They are trained in mystic arts that turn their bodies harder than steel, stronger than ten men, and capable of impossible feats. They fight in the shadows, in hidden arenas and alleys, forbidden from meddling in the affairs of the rest of the world. Despite this, many of the strongest in this world are extremely wealthy and have connections to the highest levels of the world governments. This is because the world’s leaders want to keep it this way. No bodyguard can stop a man who can throw a car through a wall, or dodge bullets. It behooves everyone if the world of the blood-soaked shadows stays in the shadows. And if favors are owed between the two worlds, it is to everyone’s benefit, as long as the secret is kept. See Also: The Breaker

15 10. Carpe Noctem

“’Mine,’ he said. Adam's eyes narrowed. ‘I don't think so. She is mine.’ It would have been flattering, I thought, except that at least one of them was talking about dinner and I wasn't certain about the other.” ― Patricia Briggs, Moon Called

 Blade  Conspiracy, Worldly Power  Caste System, Thralls  (Divine?) Magic and Science  Secret Language, Symbols  Twilight  Assorted Unique Powers  Lack Traditional Weaknesses  Psychology and Morality  Underworld  Hidden Culture  Bloodlines  : The Masquerade/Bloodlines  Vampire Clans, Caste System  Blood (Powered) Magic  Supernatural Communities

Beneath the world we know, if you scratch the surface, you’ll find blood. Blood on teeth, flashing in the strobe of the club, shining in a neon pool. They fight over us, over the right to rule from the shadows. Werewolves, the natural enemies of , are not content with the situation. With the rise of vampires, populations have dropped dramatically. If you thought politicians were blood-sucking parasites, you’re wrong! Vampires are the blood-sucking parasites, and they own the politicians. They’ve ruled over the world in secret, manipulating society to slowly become more and more suitable for their predation. They control the highest levels of governments, with presidents and royalty addicted to their blood or sworn to obey. Any large city will have its police chiefs under thrall, and even in rural areas US Marshals, Sheriffs and Governors are under their sway. As a result, they are no longer relegated to haunting abandoned castles, crypts, or sewers. Modern vampires live in the height of luxury, and can pick and choose their victims – some of whom knowingly volunteer. They own hotel chains, run night clubs, live in pent house suites and drive expensive cars (at night). For all this power, though, they keep a stranglehold on their secret. Any vampire who tries to break the silence is in turn silenced. Thralls who develop a resistance to mental coercion, display too much impatience about getting turned, or begin to have inconvenient ideas often suffer “accidents”.

16 11. Occult Arcanum

“Let me guess. You don’t have a clue about what’s going on here, do you?” she asked. “You mean, like, the fact that this was some kind of magic thing?” He ventured. She nodded slightly and smirked. He continued, “You mean like a largely un-chaperoned magic thing? A possibly deadly, sort of child endangerment-themed magic thing? A kind of wet, hypothermia-oriented youth-jam magic thing? ‘Cause no, that all caught me by surprise.” ― Andrew Hussie, Wizardy Herbert

 Dresden Files  Corruptive Dark Magic  Names, Fae, Dragons, Demons  Faerie World   Corruptive Dark Magic  Magical Creatures, Dark Wizards  Ridiculous Government  Pact  Karmic Accumulation  Spiritual Binding and Partnership of Usually Malevolent Entities

Most practitioners are hedge-witches and wizards – they either learned at the of a more experienced hedge mage, or are largely self-taught. They might have one or two tricks to make their life easier, or safer, but otherwise live pretty normal lives. This is in contrast to full-fledged magi, who have spent decades studying a breadth of magical topics, and often specialize in a single field. When a child has particularly potent magical power or talent, they might get recruited by an older mage as an apprentice, or get a scholarship to an exclusive private school that secretly teaches magic as well. Those who don’t get an education in magic often end up going missing. There are enough magical threats for two worlds (and there are two worlds), and those with magic can detect them. To the monsters, that means they are fair game. Untrained and unprotected magical children, therefore, are prime targets for many Other. There are rules, subtle and powerful, that govern the magical world (and the mundane world, some say). These rules are not kind, because there is nothing that prevents one from breaking them, but each transgression has a price. Being a powerful mage requires dedication, resources, cleverness, and connections. Diplomacy, contracts, and agreements with spirits are a large portion of a mage’s effective power. Sure, raw will and power can achieve things, but it’s a lot easier, and safer, to leverage that power intelligently. There are lots of rules in magic. Some of them cannot be broken. Some of them can, but really shouldn’t be. Mostly, they’re suggestions: with enough cleverness and desire, they can be bent to one’s own advantage.

17 12. Unearthly Threats

“This world is older than any of you know. Contrary to popular mythology, it did not begin as a paradise. For untold eons demons walked the Earth. They made it their home, their... their Hell. But in time they lost their purchase on this reality.” ―Rupert Giles

 Buffy  Easy or Hard Magic  Secret Society of Watchers  and Hellmouths  Supernatural  Disparate Hunters  Demons, Ghosts, Other Monsters  Proxy-War on Earth  World of Darkness (Mortal)  Many Factions  Many Powers  Large, Secret World

Monsters wait in lonely corners of the world. They crawl from civilization’s cracks, and from the shadows. Vampires, werewolves, too many different kinds of demon to count… and you. The veil protects both humans and monsters, although it’s difficult to say who benefits from the arrangement more. After all, people are still being killed by these things, even if most survivors misremember their assailants as drug-addicts, homeless, or wild animals. But some recall the truth. It takes a certain special kind of idiot to not just remember, but also have the audacity to go looking for trouble. Hunters, with enough experience, can become a fearsome bane of evil. Those who spend long enough fighting the good fight will often find themselves changing, becoming more monstrous themselves. The dark world has its own rules, its own players, and territories, largely divorced from mortal life. Large population centers often have a small, tight-knit community of supernaturals, kept in line by a fearsome lord who prevents his subjects’ excesses from attracting the attention of hunters, and maintaining the veil. In more rural areas, smaller fish tend to squabble for hunting rights. Without oversight or infrastructure, individual monsters often end up drawing the attention of some hunters, and getting killed off. Despite this, these monsters tend to be more unpredictable, unreasonable, and dangerous than their city counterparts. Of course, some forces seek to end or subvert the veil – monsters seeking to bathe the world in bloodshed and suffering, or mortal men and women who think that mankind now stands a fighting chance. Expect apocalyptic threats and horror behind every other corner.

18 3.3. ChemicalsChemicals && CircuitryCircuitry

“We have no idea, now, of who or what the inhabitants of our future might be. In that sense, we have no future. Not in the sense that our grandparents had a future, or thought they did. Fully imagined cultural futures were the luxury of another day, one in which 'now' was of some greater duration. For us, of course, things can change so abruptly, so violently, so profoundly, that futures like our grandparents' have insufficient 'now' to stand on. We have no future because our present is too volatile. ... We have only risk management. The spinning of the given moment's scenarios. Pattern recognition” ― William Gibson, Pattern Recognition

Since before the dawn of history, mankind has used machines and tools to survive, and thrive. We use them to shape the world to our liking, and are in turn shaped by them – our behaviors, thoughts, and sometimes even our bodies. Mankind is intrinsically linked to their creations in many ways. Sometimes literally connected to them. So it makes sense that we are interested in stories that take our dependence on technology, and flip it on its head. What if we were betrayed by our tools? How could a machine we could not stop go wrong? What would a created being think of its creators? Would we disappoint our artificial children? Would we treat them with kindness, or exploit their suffering? Humans themselves can be reduced to simple mechanical parts – well, complicated biochemical machines, really. Much like the automatons of , we are thought emerged from chemicals and circuitry. And what happens when the human model becomes outmoded, obsolete? Will we be upgraded, or replaced? Nobody likes to think they’ll be ground beneath or left behind the ever-turning wheel of progress, so speculating on future technological developments and social reactions to them provides many fertile avenues of storytelling to explore. These settings focus on what technology might be possible – mostly, what could possibly go wrong. There’s going to be conflict, as the old gives way to the new, or attempts to. We live in a society – as artificial a creation as anything else man has made. The political technology we have is evolving, too. Ideas are taken to (what we think of as) extremes. Take the past couple hundred years of political and philosophical trends and extrapolate that, in addition to technological trends. What is the socio-political equivalent of Moore’s law? Primivist eco-facism, anarcho-communism, intersectional identitarians, extremist capitalism, fat rights advocates, neo-feudalism – the rise of the fringe ideology. Rapid social upheaval, facilitated by technology our primitive monkey brains aren’t ready for, a world in which our instincts are rendered worse than useless by our innovation. The war of chemicals and circuitry, within and without.

19 13. Dreams in Digital

“Though I may be been constructed," he said, "so too were you. I in a factory; you in a womb. Neither of us asked for this, but we were given it. Self-awareness is a gift. And it is a gift no thinking thing has any right to deny another. No thinking thing should be another thing's property, to be turned on and off when it is convenient.” ― C. Robert Cargill, Sea of Rust

 Va11 HALL-A  Androids  Aesthetic  Blade Runner+2049  Cloned/Artificial Humans  Bladerunners  Girls Frontline  Semi Post-Apocalypse  Robot Girls  Ghost in the Shell  Cyborgs  Emergent AI

The overcast sky is lit from below by flickering hologram ads. You stink of pollution, greasy Thai noodles, and vape juice. You try to ignore droid in the alley next to your apartment that’s panhandling for energy credits. GRAIL (General Restricted Artificial Intelligent Life) revolutionized the world. Beings without souls or rights, programmed without pain, manufactured to serve without complaint. Of course, as the technology progressed and became more sophisticated, the illusion of humanity became more nuanced, until it became difficult to tell “real” humans from GRAILs. They made a murderous AI, and instead of figuring out where they went wrong, they just slapped some hardcoding about not harming humans on there and marketed it anyway. Typical capitalism. Due to legitimate fears of genocide at the hands of AI, synthetics are second-class citizens. Thanks to neural network architecture developments, the “kill all humans” thing isn’t a problem anymore – but there are still strict laws governing the everyday lives of synthetic life. Without many rights, most live as indentured servants to the state or megacorps. Every Grail must have an owner, and many “free” grails live at the behest of one of several large corporations that exact high subscriptions in return for nominal ownership – and effective freedom. Grails have replaced much of the workforce – they are soldiers, chefs, janitors, prostitutes, construction workers, secretaries, and whatever else is required. Humans are now minimally employed as managers, executives, and in professions which Grails are excluded from. This has led to some resentment among the lower classes regarding the existence of what they see as their cheaper, OSHA-exempt replacements. There are anti-Grail activists, Grail rights groups, even an underground railroad that promises to deliver Grails to freedom. Religious groups fight over whether or not Grails have souls. Most of those in power, however, seek to undermine any efforts to change the status quo of Grail servitude.

See Also: Detroit Become Human, Gunslinger Girl, City 109, SYNTHETIK

20 14. Hands of Steel

“Why do humans never do as they're told? Someone should replace you all with robots. No, on second though, they shouldn't, bad idea.” ― Jonathan Morris, Doctor Who: Touched By An

 Robocop  Humans in Robot Skin  Crime-Ridden Hellhole  Megaman Classic (Protomen Drawback)  Robot-Empowered Tyranny  People in Robot Skin  GunM/  Cyborg Martial Arts  Massive Inequality  Robot Martial Arts  Teriminator  Metal and Flesh  Monster or Machine

The line between man and machine is blurred, brains are seen as just another piece of hardware. Men, machines, mutants, and more eke out a living on a planetary city/dumping ground, where law and order are arbitrary, brutal, and only in the vicinity of the great factory mainframes. The life of the “junkers” flows from the great cities. Broken machines, expired food, and other waste is deposited in the scrap fields surrounding the base of the city. Pickers, often children, will sort through new and old junk for useful parts, food, raw materials, or anything else that can get sold. Mechanics and other vendors will purchase the pickers’ finds, to either repair or resell. “Everything comes from the city”. The only exception to this is food. While most food is either sent down from the cities, some is grown in vats locally, or harvested from distant, vast, machine-tended fields. The food the city sends down, in the form of nutrient blocks, is in return for tithes provided by the junkers in the form of skilled labor. There are huge sprawling factories and refineries that make up the majority of the under-city, and many people are employed in one of these. However, the employment is not entirely a boon, as the toxic by-products and fumes make life unpleasant at best. There is rampant workplace injury, disease, hunger, and violence among the lower classes, which makes doctors an in-demand commodity. A medical professional here is more akin to a field surgeon, playing fast and loose with prosthesis, transplants, chemistry, and engineering to keep patients alive. Gangs form the basis for society, pushing drugs that make the drudgery poof life in the scrapyard tolerable, and providing entertainment in the form of gladiatorial fights, rollerball races, gambling, and prostitutes. The City and Mainframes are largely unconcerned with what occurs below. However, there are laws enforced by bounty hunters and automatons. These mostly relate to maintaining production levels and the status quo. The lethally enforced prohibition against flight is emblematic of the City’s views towards the lower beings. See also: Origin ()

21 15. Bootstrapped

“We are set irrevocably, I believe, on a path what will take us to the stars – unless in some monstrous capitulation to stupidity and greed, we destroy ourselves first.” ― Carl Sagan, Broca's Brain: Reflections on the Romance of Science

“We always want more, he thought, we always take our past successes for granted and assume they point the way to future success.” ― Iain M. Banks, Look to Windward

 Battlestar Galactica   Political and Racial Division  Eclipse Phase  Von-Neuman Threats  Political Ideologies  Radical Transhumanism  Eve Online  Capitalism in Space  Corporate Hegemony

In the far future, humanity has splintered into a hundred colonies and corporations without any states. The human form is more malleable, able to be shaped and sculpted into any desired form. Backup clones and mental connections to safeguarded bodies are the norm for the rich and powerful. Between the stars, a new threat is quietly stirring. While some stolen shipments might be blamed on pirates, the systematic eradication of colonies, and the abduction of an entire ringworld is another thing entirely. While the corporations play their games, and individuals try to climb the ladder to fame and fortune, a war unlike any humanity has ever known is brewing. A shining host of capitalist ideologues in technological marvels, and an endless robotic horde bent on the destruction of man. For a long time, humans have had virtual intelligences – not quite capable of abstract thought or creativity, but smart enough to get just about any job they made for done. Indeed, they are almost necessary for interstellar hyperspace travel. The vastness of space has led to a thousand new manifest destinies, where every single ideological group has rushed out, to form their own perfect worlds. Some even approximated functional societies. The vast majority, however, have been subverted or subsumed by large corporate entities. Humans, however, never stopped trying to create something smarter than themselves. Eventually they succeeded, in terrifying ways. The scientists involved tried to bury their results, but their corporate sponsors learned the truth and pursued further development. Eventually, the closely guarded secret of genuine general artificial intelligences escaped Pandora’s Box. It escaped, into the vastness of space, where it has been waiting idly. In secret, countless swarms of semi- autonomous machines spill out from hundreds of hidden factories of war. Who will win: the of man, or the united will of a networked intelligence more adaptable and predictive than any person? See Also: Star Sector

22 16. C⊕Si

“Whether we are based on carbon or on silicon makes no fundamental difference; we should each be treated with appropriate respect.” ― Arthur C. Clarke, 2010: Odyssey Two

“It is not enough to live together in peace, with one race on its knees.” ― Daniel H. Wilson, Robopocalypse

 BLAME  Ridiculous Megastructure   ???  Silicon Life vs Biological  Nier: Automata  Factions of Robots  Extinct Humans  The Matrix  Human Farms  Virtual Worlds

Synthetic life has not just won, it has conquered the forces of reality itself. Most human beings are now born and die in vast neural networks, living in fugue states, submerged in syrupy dream pods. Most humans. Rogue AIs shepherd and protect a few enclaves of free humans. The remaining free humans must contend with periodic incursions of automatons that seek to eradicate them. They have to contend with environments they are not prepared to deal with, or predisposed to by evolution. Still, they have powerful allies in the form of human-loyal robots, and some gene-locked override capabilities. The solar system has been filled with vast, impossible constructs that serve inscrutable purposes. Inhabiting these barren megastructures are shape-shifting silicon life-forms that can transmit themselves across vast distances digitally, massive construction drones. Technology relating to gravity manipulation, genetics, nano-machines, and (obviously) AI are all highly advanced. It’s too bad that most of it has been turned against the cause of improving life. Indeed, if cancer could be rendered in binary and silicon, this might be the result. Two forms of life are mathematically incapable of sustained coexistence. No steady-state solution exists for the differential equation describing the relationship between Silicon and Carbon life.

23 4.4. DarkDark FantasyFantasy

“Ah, the smell of mystery and dark doings, of skulduggery and revenge. The meat of a good tale.” ― Glen Cook, The Black Company

These are not worlds for the lighthearted hero, where all is well that ends well, where the light will triumph. Sure, there are the standard trappings of fantasy – magic, monsters, and adventure – but the tales these settings lend themselves to are decidedly less friendly, in both execution, and final result. It’s not merely the increased chances of death or dismemberment that make a fantasy story dark, it’s the difference in the tales they tell. Modern fantasy stories tell us that monsters can be defeated. Dark fantasy stories tell us that monsters exist – defeating them is a risky, dangerous, and uncertain proposition. And that sometimes, it’s not worth fighting. Sometimes, the monsters are men. Sometimes, the monster is us. The original faerie tales would definitely count as dark fantasy. Even when they do end on an uplifting note, it’s usually when evil beings suffer, as the heroes are just as cruel in their victories. Other times, good doesn’t triumph, because evil was more clever or stronger – or because good simply didn’t listen to it’s parents’ warnings. Modern dark fantasy often deconstructs the typical fantasy story tropes, expounds upon them to show the undesirable consequences, or introduces social commentary or less savory elements of real-world history. If your fantasy kingdom had a hero as its king, all of the nobility might trace their origins back to this mythic figure, and use that as justification to rule with an . If there is more than one race, you can expect there to be fantasy racism. Slavery, inequality, brutality, betrayal, and cruelty are common in these worlds. But dark fantasy is dark because it has the qualities that fantasy lacks. Children can look at the world with naive wonder, but as they grow up, they often discover that the world isn’t as nice as they thought it was. That’s not to say that dark fantasy is “more mature” - it’s just a reaction to the disillusionment. That’s not to say that everything has to be the epitome of grim and gritty. Not everything has to be dark all the time. That’s the edgy teen version of dark fantasy, still bitter with discovering that there are no such things as heroes. Dark fantasy done well will tell you there are heroes, but it would be better if the world had no need for heroes, that even heroes can be flawed, or make mistakes, or sometimes fail.

24 17. Ashes, Blood, & Iron

“I live, I burn with life, I love, I slay, and am content.” ― Robert E. Howard, Conan the

 Dark Sun  Fucked Climate, Cannibals  Lack of Metal  Sorcerer-Dragon-Tyrant City-States  Sword & Sorcery  Lost Civilizations  Betrayal and Cultural Differences  Monsters and Cosmic Horror  Xena  Ambiguous Technology and Civilization  Warlords, Magic, Leather Bikinis  City-States

Men’s hearts are hardened beneath a scorching sun, as old knowledge is lost, new empires rise and fall, and old pacts go unanswered. Follow the paths of power by seeking out the secrets of ashes, blood, and iron. In a brutal land where cunning and strength rule, barbarian settlements and monster-filled ruins of long- gone peoples dot the wilderness between cities. The walled cities, ruled by monsters, immortal warriors, and sorcerer-kings, are filled with all the luxuries and wealth of the world – the greed in men’s hearts turning to decadence and deceit. Metal is not often found near the surface, and most is repurposed from lost civilizations’ caches, to be used in the creation of weapons or jewelry. Bone, wood, leather, and rock are used instead, and there is a rich trade in monster anatomy and flesh. The scrags of the rocky plains and hills provide little defense against the sun’s blaze. Forests and jungles are thick with massive beasts. The cool, dark places are inhabited by squamous things from mortal nightmares. The walled cities provide a measure of relief from natural dangers, but more than make up for it in the schemes and lies of their citizens. Scare resources, an inhospitably hot climate, and constant danger has made the people here as wild as the beasts that lurk behind sun-blasted rocks, or in the depths of the jungles. But it is not mere humans that inhabit these lands. Although now scattered to the winds, remnants of the cannibal empire still practice their dark sorceries, calling on spirits and monsters. Some of their skills were stolen by ambitious humans centuries ago, but they still practice human sacrifice to their dark gods when they can. This is a world of mighty men in leather loincloths and alluring women in chain bikinis. Where treasure and danger can both be found in the ruins of lost ages. Sorcerers and priests with strange secrets and twisting words. Cannibals, abhumans, and even the dead can rise to threaten you. To survive in such a place, a land of ashes, blood, and iron, person cannot be meek, or weak, or kind. See Also: Elric/Stormbringer

25 18. Warden’s Road

“Oh, monsters are scared," said Lettie. "That's why they're monsters.” ― Neil Gaiman, The Ocean at the End of the Lane

 Order of Mage-Knights  Dark Lords Over Yonder  Monsters and Ab-Humans  Old Kingdom  Family of Mage-Knights  Necromancers, Sorcerers  The Dead, Free Magic Beings  Witcher  Order of Mage-Knights  Monster and Humans  Cultural Differences

Monsters, human and other, often seek to prey on the weak and vulnerable. To keep safe the roads, to mete out justice, to slay monsters, to protect the innocent – such is a Warden of the Old Kingdom’s duty. But now ward stones across the kingdom are being broken, freeing monsters to prey upon the people, making it easier for the dead to cross into life, and empowering dark sorcerers. Villages are found in ruins, their people missing. Old bloodlines are being snuffed out, or falling to corruption. There are rumors that true decedents to the throne still remain, but after the last regent was killed by his own shadow, the royal castle has been eerily quiet. Whether or not Dark Lords were once been human, it is known the dark has granted them terrifying powers – great physical strength and magical force, an aura of despair, and command over armies of twisted beings and monsters. Their strengths are many, and weaknesses few. They remember their old enemies, and have long plotted their downfall. They have moved subtly to undermine their power where possible, usurping entire countries and plotting to weaken those who once sealed them in the shadow lands. Now their machinations are in full swing, and they can emerge from the shadows to wreck havoc once again. The enemies arrayed against the failing kingdom are opposed by ancient orders – warrior-priests, white wizards, and druidic rangers. In these years of peace, their orders have declined in number, but they are the only ones capable of opposing the dark lords. Though tasked with protecting the realm, and its people, these bringers of light are often looked upon with suspicion thanks to the efforts of the dark. Corruption of entire schools, and dark agents impersonating one of their most ancient enemies, as well as lies and propaganda have made being a faithful warrior of the light a risk in some regions. Those of the light that oppose the dark lords are varied, but few in number, reduced by inactivity in some cases, and the efforts of dark agents in others. Their abilities range from exceptional combat prowess, to the casting of powerful magic. They are said to speak with animals, sense danger, become immune to fear, and wield shining weapons and artifacts that can weaken or destroy dark lords altogether. One can only hope they may triumph, and return peace to these lands.

26 19. Telos

“Beware the dark pool at the bottom of our hearts. In its icy, black depths dwell strange and twisted creatures it is best not to disturb.” ― Sue Grafton, I is for Innocent

 Berserk  Behilits and Sacrifice for Power  Magic and Rise of Monsters  Fate and Godhand  Path of Exile  Virtue Gems  Corruption  Gods and Ancient Forces  Diablo  Demons from Hell  Corruptive Soulgems and Possession  Slaying Lords of Sin

It is said that the end of all is ordained, that even gods may die, and souls be destroyed in the cycle of fate. This is indeed true… for most things. A rare few mortals manage to slip the net of fate for a time, and their actions may ripple outward, creating changes to the tapestry of destiny. But these changes are often minor, and easily corrected by the hand of fate. In this world, rune-engraved gemstone-like objects in a variety of forms can grant a wide array of effects. They can be embedded in flesh, socketed into equipment, simply worn as jewelry, or in more arcane workings. Some of them can grant superhuman talent, supernatural abilities, modify equipment or people, or provide more subtle passive benefits. However, if people knew where these miraculous stones came from, and how they were created, they might be less eager to utilize them. Long ago, an empire pioneered their creation, and their reliance on them lead to a great cataclysm that still poisons the land of the former empire. Hints of what was, and is to come, can be seen in the emergence of madness and monsters in those who delve too deeply into the secrets and lore of these objects, and unlock a potential meant to remain out of reach. In sacrificing their humanity, new heights of power may be reached, but at a cost too great to contemplate. Corrupted by their gem-fueled obsession, they become host to spirits that warp their flesh and twist their mind. These gems, prized for their utility and military potential, are mined from the depths of a dark land, where monsters, mad men, and banished outcasts reside. But deep within these lands, in the ruins and ancient tunnels, there are even greater dangers – trapped, forgotten gods, and warped mortal souls that have gorged on nightmarish powers. With every gem that leaves their grasp, their power over the outside world grows. Eventually, they may be able to recreate their hellish realms in the material world. There are also rumors of those who brave astral regions, to recover echoes of what was or may have been. But these explorations are not for the weak, or faint of heart. To grasp rewards beyond measure, risks beyond wrathful deities must be overcome.

27 20. Mordant

“Because all the monsters have been let out of their cages tonight, no matter what court they belong to. So I may roam wherever I wish until the dawn.” ― Sarah J. Maas, A Court of Thorns and Roses

 Bloodbourne  Corruption  Eldritch  Living With Monsters and Madness  Eldritch Incursion  , Devils, Vampires, Werewolves  Ravenloft  Monsters and Dark Forces  Elves, , Gypsies

Some worlds are plagued by monsters, but this world is defined by them. The darkness does not merely threaten the light, night has fully fallen. Men are now at the mercy of creatures that threaten their lives, souls, and very humanity. Perhaps some monsters are worse than others, or perhaps it’s easier to live with the devil you know than the necromancer you don’t. Some monsters require humans to survive. In a world where humans are no longer as plentiful, they may turn their parasitic relationship into one that is effectively symbiotic. This is what has happened in the kingdoms of blood, where aristocratic vampires of various lineages have created a feudal society based on human cattle. Other monsters are as much man as beast, and even before darkness fall, they tended to congregate in small self-sufficient groups far away from society. Such is the case with many witch covens, were-wolf villages, and murderous bandit gangs. The fall did not much change their lives, and they still inhabit the woods and far places. Then there are the loners, whose nature leads even other monsters shun them – in disgust or fear. Foremost among these are the necromancers – individuals who, through science or magic, seek mastery over life and death, and spend their nights -deep in viscera, or knee-deep in grave dirt. One of the foremost causes of the fall was the work of more spiritual threats. While some ghosts haunt their old lands or family lines, as protective ancestors, they are the minority. Murderous grudges are far more common, but they are not the worst. Devils, embodiments of sin, come in many forms, but are still mere flesh and blood. The true masters of the dark are the demons. Even the weakest demon is more than a match for any other dark being. They are singularities of sin, warping minds and spirits with their mere presence, rulers over even the vampire kings. They are opposed by the few remaining bastions of light in the darkness – . Those that have not fallen in battle, or have retreated to hide in secluded, forgotten temples, seek to free men from the tyranny of evil. But the darkness and the light are not the only forces in this land. A new corruption, twisting even demons and angels into eldritch forms that defy sanity. This madness is a threat beyond , but will it be enough to unite depravity and virtue?

28 21. Kingdom of Lost Souls

“He walked out in the gray light and stood and he saw for a brief moment the absolute truth of the world. The cold relentless circling of the intestate earth. Darkness implacable. The blind dogs of the sun in their running. The crushing black vacuum of the universe. And somewhere two hunted animals trembling like ground-foxes in their cover. Borrowed time and borrowed world and borrowed eyes with which to sorrow it.” ― Cormac McCarthy, The Road

 Dark Souls  Shit’s fucked.  Dark Souls 2  Shit’s fucked.  Dark Souls 3  Shit’s fucked.  Demon Souls  Shit’s fucked.

The Necropolis is the legacy of a once great kingdom that outshone the sun. Now, it sinks below dusk into death, and damnation. Dead souls linger upon this land, and they are not friendly or peaceful. Life here is as the last embers in a dying fire. Sprawling castle ruins s occupied by hordes of muddled, mangled things hungry for souls. The inhabitants of this land, what few remain, are mostly the dregs of the living dead, a few more powerful forsaken souls driven mad by death, survivors teetering on the edge, legendary immortal beings, and demonic monsters. They all bear far too much resemblance to one another for comfort. They all seek the souls of men, now traded like currency, used as fuel or raw materials, and consumed to prolong their own unnatural lives and remnants of sanity. Indeed, souls play a large part in the metaphysics of the realm, some souls being inherently stronger or more resistant to degradation. A great flame burns alongside creation, casting a shadow from each soul, and preventing them from transmigrating to wherever souls are supposed to go after death, as well as making it difficult for new souls to enter the world. Souls are instead drawn together, held tightly to the plane, find corpses to inhabit, and behave more like corporeal objects. Reflections of the great beacon, warm golden flames, provide a safe heaven of sorts, and a way of traveling – provided one has the requisite sacrifice to kindle one, and the equipment or skills needed to utilize them properly. As long as you are here, your soul is similarly trapped by the great fire, and death is a more transient thing that relies just as, if not more heavily, on the state of ones’ soul than their body. This is both a blessing and a curse, as dying means losing parts of yourself, but remaining undead. Staying in this form too long results in eventually becoming one of the hungry things that probably killed you, your soul mangled beyond recognition, or devoured by something stronger.

29 5.5. EldritchEldritch EnemiesEnemies†† Mankind faces foes from the mists of prehistory. Servants of forgotten gods, malformed things, powers beyond mortal ken that seek to guide us from the darkness to unpleasant ends. There is a sense of futility, of being very small, and surrounded by things you wish you didn’t know threatened your existence. These worlds (or one world, at different times, if you wish) are ripe for telling stories where things that man was not meant to know lurk behind a thin membrane of madness, and most mortal efforts to combat these threats are futile or misguided. There are cults, plots, secret societies, and monsters.

A Madder World

Sometimes the past should stay buried. Rediscovered lost works, forgotten cities, reemerging bloodlines all come together to create a general sense of unease, an increasing rate of lunacy, and capped by the occasional unnerving event.

In Search of Answers

Disparate hidden societies come to the fore, as they rediscover their brethren, and begin claiming power both mortal and eldritch. Large groups with highly influential people are cementing their grip on society, and pooling their resources to nefarious ends. More and more people are beginning to develop what others might call the beginning of sorcerous talent.

Cast in Shadow

The war between mortal and otherworldly forces is no longer something whispered of between lunatics in dark corners. lumbering ancients rise from the depths and attack technologically advanced arcologies, which house millions of humans. Sorcery and science are conjoined in the study of hyper- dimensional engineering and metaphysical biology. The stars, as they say, are right.

Grim Remnants

Hundreds of thousands of years ago, mankind looked up to the stars with wonder and an eagerness to explore. Now, the only thing above is an endless darkness. It is in the depths of night, and there will be no dawn. Generations tremble within the last refuge of man against the encroaching end.

30 22. A Madder World

“Men have called me mad; but the question is not yet settled, whether madness is or is not the loftiest intelligence – whether much that is glorious– whether all that is profound– does not spring from disease of thought – from moods of mind exalted at the expense of the general intellect.” ― Edgar Allan Poe

“I became insane, with long intervals of horrible sanity.” ― Edgar Allan Poe

 Lovecraft  Cults and Old Ones  Cosmic Horror and Insanity  Families and Ancient Tradition  A Study in Emerald  Ruled By Monsters   Magnus Archives  Strange Events, Warped Mortals  Competing Eldritch Cults

The year is somewhere between 1890 and 1920, on a world that should look quite . However, quite a few historical divergences exist, if you know what to look for. In the first quarter of the 19th century, ‘’ was published – the first of many events that would come to define the 1800s, along with the rise of Old Ones, and a steep increase in lunacy. A recently published account of an explorer is generating excitement and scorn in equal measure. His recent disappearance has only fueled discussion of follow-up adventures into the dark corners where he claimed to have found evidence of unrecorded ancient cultures. Lady Charlotte Guest, an accomplished linguist, has just died, and among her effects was found a most curious manuscript. Several who have read it have gone mad, but that has not stopped it’s publication. Lunatic asylums, already full to bursting, are nearly fit to collapse. Friedrich Leopold, the third son of the current Prussian Prince was recently born. The public appearances that his two older brothers made are not in evidence. The midwife said something about fingers and toes before leaving for the countryside never to be seen again. A scandal shocks as a visiting dignitary is found dead. A consulting detective reports some oddities regarding the case. His assistant, a veteran of the Afghanistan campaign, has been having flashbacks of a terrible nature. The source of many of these differences can be traced to the fact that many storied bloodlines born in prehistory are not entirely human. The crossing of such lineages has begun to bring to the fore the more inhuman elements. See also: Generic Yandere, The Sun Never Set (Alternate History Story).

31 23. In Search of Answers

“What I had thought morbid and shameful and ignominious is in reality awesome and mind-expanding and even glorious--my previous estimate being merely a phase of man's eternal tendency to hate and fear and shrink from the utterly different.” ― H.P. Lovecraft, The Whisperer in Darkness

 Great Detective (True Detective Drawback)  Ritualistic Crimes, Powerful Eldritch Cult  Drugs and Synesthesia  Night in the Woods  Hidden  Minor Psychometry  World of Horror  Insanity  Emerging Monsters  Deadly Premonition  Subconscious and Synesthesia  Small Town Secrets, Ritual Murder

There’s a history to this sort of thing. It draws people in. It’s in the government, the wealthy, institutional. And it’s been happening for a long, long time. There’s a history you can see traces of, if you look deeper. Clues that most people, sane, who can’t see the whole picture, overlook. With a more connected world and a wealth of information, some individuals are putting things together, and independently coming to some frightening conclusions regarding a wide variety of topics. Disturbing implications are being discussed by paranoid schizophrenics and dedicated detectives. Talk of a grand conspiracies and hidden knowledge. Of dead women and children. The powers-that-were are still in control, but now cults are also springing up in unexpected places. Offspring of far older and more practiced enclaves, they operate with a bit more obviousness. Powerful and clandestine groups are hushing up shocking crimes, archaeological discoveries, and even scientific discoveries. To what end, most are unsure of, but determined investigation will reveal that these groups have ties to governments, royal families, secret societies, and even the local girl scouts. But despite appearances, membership, ideology, and methodologies, most of these groups are not connected. They might cover for one another when convenient, but most are unaware of each other, let alone the larger picture. And that picture can be different depending on where one is. In small towns and isolated communities, especially, things are a bit weirder than one might hope or expect. People go missing, or turn up dead. Abandoned mines and backwoods bayous house murderous cult ceremonies. Even honest-to-god monsters and abominations sometimes make an appearance.

32 24. Cast in Shadow

“We wrap up our violent and mysterious world in a pretense of understanding. We paper over the voids of our comprehension with science and religion, and make believe that order has been imposed. And, for the most of it, the fiction works. We skim across the surfaces, heedless of the depths below. Dragonflies flitting over a lake, miles deep, pursuing erratic paths to pointless ends. Until that moment when something from the cold unknown reaches up to take us.” ― Mark Lawrence, Prince of Thorns

 Pacific Rim  Giant Aliens, Giant Robots  Personal Issues  Evangelion  Giant Angels, Biomecha  Psychological Issues

The stars are finally right, and the Eldritch Age has begun. Cults and monsters boiled out of the woodwork, and humanity was forced to confront a war facing them on multiple fronts. An alien invasion, saboteurs serving dark gods, dangerous knowledge, and genetic and cultural dangers. Their enemies are many: deep ones have covered the coastal areas like a murderous tide, a madness has gripped most of Asia, and there are few answers to the things that crawled out of the Antarctic. Even from the skies, strange insectile-fungoid aliens with frightening descend without rhyme or reason to abduct or kill. However, all is not lost. Mankind has found refuge in their great works – self-sufficient arcologies now house the millions and act as bastions against the monsters and armies arrayed against them. Advanced engineering and math that scratches at the edge of the sorcery has brought about numerous innovations – changing both weapons of war and ways of life. The main drivers of these technologies are private corporations that have all but replaced traditional governments. Fenris, Marduk, and other developers of esoteric technologies spear-headed the development of the weapons that allowed mankind to fight back. Now, whole arcologies are controlled by these corporate factions, although the New Earth Government nominally calls the shots. With most of the Earth lost, many have given into despair, but many more are still willing to fight. The most inspiring are the pilots of bio-mechanical , which go toe to toe against huge monsters and alien invaders, and the warriors equipped with strange powers and weapons effective against the eldritch. Others fight from the shadows, rooting out enemy agents and dangerous monsters. But every year, the hordes control more land. Every battle, there are fewer soldiers to fight back. For every cult or warlock discovered, more wait in the shadows. Every time a new technology is developed to fight back, it seems another disaster or enemy appears. But even if hope is slim, humanity will struggle against whatever comes. See Also: Cthulhutech.

33 25. Grim Remnants

“It cannot be described, this awesome chain of events that depopulated the whole Earth; the range is too tremendous for any to picture of encompass. Of the people of Earth's unfortunate ages, billions of years before, only a few prophets and madman could have conceived that which was to come - could have grasped visions of the still, dead lands, and long-empty sea-beds. The rest would have doubted... doubted alike the shadow of change upon the planet and the shadow of doom upon the race. For man has always thought himself the immortal master of natural things...” ― H.P. Lovecraft

 The Night Land  Arcology Life  Spiritual Terror  God Eater  Eldritch Weapons  Old World Ruins  RWBY  Monsters at the Gate  Super-Powered Hunters

Strange eons have passed, night has fallen, and humanity huddles within their last bastions. Generation upon generation have lived within these giant structures. Outside is darkness, and death, and destruction. Few leave and return, but still they must go to struggle against the dark, and the strange, enticing, utterly wrong powers – great and small – that live within it. Armored in somber grey armor, armed with frightening weapons. This is not enough. For there are more than beasts that stalk the darkness, more than twisted monsters and abominations, but threats to the very soul, great powers that promise destruction of the spirit. However, there are pockets of humans, regressed to near-barbarity, that still eke out an existence in this strange land. They hunt, and harvest, and hide. Often, they are twisted by the forces that inhabit the land, becoming slaves to the powers of darkness, ab-human foes to the remaining humans. Some align willingly with frightening powers, or the monster that would hunt them. Others have managed to create cities of light underground, where their lanterns do not draw the attention of humanity’s enemies. There are advantages that the remaining humans have, however. Countless generations has bred into this breed of humanity a more discerning and powerful soul, a tempered and powerful will to those who can call upon their countless previous lives, psychic potential, and some know the Master Word, which cannot be answered by unearthly forces. This is not a world of heroes, and not even stars remain in the sky. The feared end of all things, the uncaring nature of the universe, has finally come to its conclusion, as the very universe breaks down, and terrible things feast upon reality’s rotting carcass. See Also: Kingdom Death Monster, Death Stranding.

34 6.6. FantasyFantasy CampaignCampaign

“There's never been a true war that wasn't fought between two sets of people who were certain they were in the right. The really dangerous people believe they are doing whatever they are doing solely and only because it is without question the right thing to do. And that is what makes them dangerous.” ― Neil Gaiman, American Gods

Mankind has always waged war, and some say that war has never changed. One could certainly make the argument that war can be very different. What would war look like, should magic be introduced to the battlefield, or individual warriors stronger than any 20 soldiers? Does the logistical simplicity of supplying cannibalistic outweigh the discipline problems of fielding such a force? Unlike in many fantasy stories, where the conflict is personal – a hero sets out to defeat a or overcome some force of evil – these are worlds where (although an individual may make a difference) conflicts are not confined, defined, or concluded by an antagonist and protagonist clashing. This is conflict on a massive scale, where the battlefield is home to monsters as well as men. There are two ways these worlds can play out: either the fantasy elements are in service to a narrative of conflict, or the conflict is a large-scale clash of opposing forces. In the first, a major appeal is seeing how conventional warfare is augmented or changed by the existence of fantastic elements. In the second, the setting should explore a typically mythologized the conflict on more grounded ideological and practical grounds. Of course, the more mundane stories that war creates could be told in these worlds – the cheapness of life on the battlefield, horrors and cruelties of combat, military politics and incompetent commanders, the struggle to reintegrate into society, etc. If this route is taken, more fictional elements can add new and interesting dimensions to these narratives. Taking inspiration from real wars, and adding a touch of the fantastic. In the other direction, exploring the fantastic clash of the age for the fate of the world from the perspective of somebody who has to deal with mundane and often overlooked concerns can be interesting. Taking a fantasy and turning it more real. These settings run a wide range of technological levels, with many different cultures and opportunities to tell different types of stories in each world. Only half of these worlds experience medieval stasis, the others have may power or widespread electricity. How these technological elements mesh with magic offers some of the same storytelling opportunities as Anachronistic settings. War is a terrible thing, but not the most terrible of things. Those more terrible things are likely to be found in Dark Fantasy worlds, but that doesn’t mean you can’t borrow elements from those types of settings. After all, war can be pretty darn dark.

35 26. Here Be Dragons

“Colonialism. The enforced spread of the rule of reason. But who is going to spread it among the colonizers?” ― Anthony Burgess

 Temeraire  Age of Sail  Intelligent Dragons  Turtledove Atlantis  Alternate Americas  Warring European Powers  Europa Universalis  Grand Strategy  Eurocentric Conflict  Dinotopia  Symbiotic Relationships  Society-Defining Creature

In addition to navy, infantry, artillery, and cavalry, the great powers of the world recognize another pillar of military doctrine: dragons. Armored in scale, armed with fangs and claws and whip-like tails, capable of flight, some can even breath fire or spit acid. Even the dimmest of these creatures is as bright as a toddler and thrice as bloodthirsty. The year is 17XX, and the European powers are, as always, embroiled in a struggle for dominance. However, a new world has just been found across the Atlantic – a series of large islands. Gentle clime, rich soil, richer veins of ore, and only sparsely populated by natives. And most interestingly of all, new breeds of dragons. Sure, there’s a whole empire of human-sacrificing savages in the southern portion, and a bunch of nomadic peoples in the islands, but the sheer amount of land rivals altogether. The promise of riches, glory, even noble titles are too great to pass up. And so they come, to colonize and plunder, explore and exploit. They will not have an easy time of it, between the natives, the dragons, the disease, the supply chain difficulties, they will also have to contend with one another. These European countries might bear a passing resemblance to the ones we know, but their history and culture are more chivalric – more warlike. Although their martial honor and courtly manner are greatly in evidence, do not mistake their civility for humaneness. They are as capable of atrocity as their real-world historical counterparts. Slavery, indentured servitude, draconian (sometimes literally) punishments, and bigotry are, if not celebrated, permitted.

36 27. Inheritors of Steel & Fire

"War is fought over futile and feudal things. War is not about ideology, no matter how artfully framed, but it’s simply about power and money and control." — Jarod Kintz

 Game of Thrones  Magic Is (Mostly) Bad Shit  Bestial Dragons  Mount and Blade  Game of Thrones  Logistics is Bullshit  Mercenaries  Fire Emblem Valentia  Magicians and Knights  Fractured Heroic Kingdom

This continent is known as the cauldron, for very good reason. The constituent kingdoms are constantly embroiled in conflict, and even peace is marred by the knowledge that it is temporary. There’s always at least one land at war – sometimes with itself, as internal politics boils over into a civil war. There’s no shortage of intrigues, plots, and conspiracies, either. But the wars are what these kingdoms are known for. Massive armies, knights numbering in the thousands, backed by magic, meeting on the field, besieging a castle, taking survivors’ fates in the hands of the victors. Put into motion by the machinations of a power-hungry noble class, history is wheel of violence. Armed with shining blades of strange metal and gaily decorated armor, knights ride into battle from their large castles. The men of the mountains stand arrayed in formation, armed with pike and crossbow, ready to receive their charge. The coastal jarls beat their axes against their shields before raiding another village. The desert and steppe horsemen ready their bows, as they prepare to circle. Of course, it’s not all steel and flesh – magic exists, and it can be just as nasty, if not more, than a lance through the gut. While most mages are capable of little without working in concert with others, heavy hitters can replace siege equipment, casting down their enemies with hurricanes of fire. Those lesser mages are often used in rituals for utility: weather control, scrying, communication, etc. Besides the feudal army model, there are also a multitude of mercenary companies that call the continent home. Some seek to enter a lord’s service, others roam between kingdoms, recruiting villagers and fighting for whoever will pay them. And should none need their service, many turn to bandits – and more effective ones than the typical abandoned levy conscripts. See Also: Black Company

37 28. Trench and Blade

“I am young, I am twenty years old; yet I know nothing of life but despair, death, fear, and fatuous superficiality cast over an abyss of sorrow. I see how peoples are set against one another, and in silence, unknowingly, foolishly, obediently, innocently slay one another.” ― Erich Maria Remarque, All Quiet on the Front

 Last Exile  Thopters (Vanships)  Magical Fuel (Claudia)  Divided Landmasses  Gene-Coded Technology  Valkyria Chronicles  Multipurpose Mineral (Ragnite)  Previous Megitech Civilization  Empowered Valkyrian Descedents  Ring of Red  Clunky AFW Mecha  Two Groups at War  Alderamin on the Sky  No Gunpowder: Airguns and Medieval Weaponry  Magical Power Sources  Rival Nations at War

The war has been going on so long, no one is sure how it started. For the past few years, it’s been more cold than hot, but with the march of time carries a romanticism of the past, and the development of new technologies. These new designs for airships, mechanized infantry and cavalry, artillery, and submersibles – all powered by thaumite – promise an end to intermittent skirmishes. Lumbering , expensive to create and maintain, tromp across the no-man’s land. As mobile fortresses and artillery, their utility is tremendous. Above them, drifting airships capable of dropping bombs or firing mortars are surrounded by a flitting cloud of thopters. Even among the humble infantryman, powered armor can be spotted. However, this new warfare is not without its ugliness. The development and deployment of chemical agents, constant artillery bombardments, and the still-rare machine gun have stymied decisive clashes, and now both sides huddle in their trenches. The discovery that some people are capable of being empowered by thaumite might be what breaks the stalemate. Despite the similarities, this is not Earth. The Republic of Lygesaint battles the Empire of Tuher. Walesther and Pendor, adjacent, both stand to gain massively as long as the war doesn’t spill over into their countries. Soluprus, Stesly, and Nidor wish for the war to come to a rapid and satisfying conclusion for themselves, donating resources to that end. See Also: 1920s Scyth, Iron Harvest

38 29. The Dragon Gate

“But these words people threw around - humans, monsters, heroes, villains - to Victor it was all just a matter of semantics. Someone could call themselves a hero and still walk around killing dozens. Someone else could be labeled a villain for trying to stop them. Plenty of humans were monstrous, and plenty of monsters knew how to play at being human.” ― V.E. Schwab, Vicious

 Elibe/Archanea/Tellius/3 Houses?  Magic, Knights, Dragons  Half-Dragons and Near-Humans  Small Unit Tactics  Dragon Half  Monsters, Half-Breeds  Slayers  Warrior-Mages  Dragons  Battle  Monsters and Demi-Humans  Revolution, Empire, Many Kingdoms  Strategy and Tactics

The world in the aftermath of the legendary Dragon War is not as nice as it once was. Bandits wander the countryside, clerics fly on pegasi, dark mages study ancient evils, corrupt kings plot, and twisted fiends rise. Due to the influence of the holy church, the descendants of dragons are oppressed. Demi-humans like elves and dwarves are regularly enslaved or relegated to reservations and ghettos. The bloodline of the hero has even disappeared. In this era of “peace” and “prosperity”, a new conflict is brewing. One in which men with wings attack from the sky, those with gills sink ships of war, and the excesses of nobles will be answered with death. There are still heroes, but in this morally ambiguous world, there are as many pegasus knights and druids in the service of tyrants as there are on the side of righteous revolution. The noble houses, guardians of the dragon stones, home to stupendously powerful warriors and mages, might not survive the coming conflict. These stones, the crystallized hearts of the dragons who invaded the world a millennia ago, are capable of unlocking the power of those dragon’s descendants. But these trump cards are held by the church, which hands them out only sparingly to those who support the church in turn. This state of affairs has plunged kingdom after kingdom into anarchy and civil war, as the oppressed and the dissatisfied claim power wrest control away. Sometimes, this is for the better, but other times not. And what led to the state of the current world? Are current affairs really the result of men’s decisions, or is there some more sinister force at work? Where is the Emperor, the blessed of the gods and inheritor of the Ancient Hero’s power?

39 30. Pro Forma Ars Magica Bellum

“What struck me as I began to study history was how nationalist fervor – inculcated from childhood on by pledges of allegiance, national anthems, flags waving and rhetoric blowing – permeated the educational systems of all countries, including our own.” — Howard Zinn (A People's History of the )

 Full Metal Alchemist  Alchemy Circles for Transmutation  Soul Magic,  Imperialism, Ho!  Youjo Senki  Computation Orbs Aids Casting Various Spells  Alliances and Politics, Great War Analogue  Conscription, Trench Warfare  Strike Witches (War Scenario)  Striker Units  Telekinesis, Attack, Perception (Communication), Defense/Shield  Man is the Worst Monster of All Drawback

In a world very much like our own, as if viewed through a mirror, history is repeating itself. The great powers, tugged into war by unfortunate alliances, are tearing each other apart, with machine guns, artillery, poisonous gasses, and aerial mages. The general who can most effectively make use of alchemy, scrying, illusion, and curses can make irrelevant all mortal forces an enemy fields against him. This is why mages are a nation’s most precious war resource. The miracle that makes these things possible is the spell engine – a small, mechanical-crystalline device that is capable of turning magical power into reality altering effects reliably and without much conscious effort. It still requires will and practice to use, which prevents automation, but it’s a powerful tool and weapon in the hands of a trained mage. Without such a tool, mages are limited to effecting their direct environment through alchemy, which requires both an extensive education, and iron concentration to use at all, much less in combat. As the war spirals into more and more and destruction, the need for more mages rises, as countries grasp onto every one they can. After all, a trained mage can act as a one-man mobile artillery platform, reconnaissance unit, and strike force. This need is what has led to even the conscription of children. See Also: River of Commerce, Izetta, Witches and Inquisition

40 31. Grand Chorus

“To see evil and call it good [..] makes goodness meaningless. A word without meaning is an abomination, for when the word passes beyond understanding the very thing the word stands for passes out of the world and cannot be recalled.” ― Stephen R. Lawhead, Arthur

“And I must believe that man has the power to know the right, to choose between good and evil and know that his choice has made a difference...” ― Marion Zimmer Bradley, The Mists of Avalon

 In Nomine  Harmony/Dissonance  Thematic Powers  Non-Mortal Agents of Good/Evil  Lord Of The Rings/Silmarillion  Forces of Good/Evil  Good/Evil Races, Nations  Historic Romanticism  Narnia  Good/Evil, Corruption  Historic Romanticism  Talking Animals and Magic Items  A Practical Guide to Evil  Mortal Agents of Good/Evil  Good and Evil Races  “Moral Relativism”

In the beginning, the world was woven into existence through song and power. During the weaving, however, renegades sang a dissonance into being – the misfortune of the world that echo still. In this world, repeating motifs and refrains can sometimes be expressed or taken advantage of, by those who are a part of reality’s melody. This world has many singers: humans, elves, orcs, dwarves, , fae, demons, even intelligent animals and talking trees. Many of these races have banded into loose alliances, or been pressed into service by a greater power. But among these disparate peoples, any individual may become something more. The powers that have come to be known as Good and Evil can no longer directly influence events in the world, but they can tweak things, shifting the weft and weave, as it were. They can empower champions, and act through them. This meddling of the gods also leads to large alliances of groups with a similar alignment, and like the pawns of the gods, they inevitably come into conflict with their counterparts. Those chosen ones are blessed with the power that suits them best, and they sometimes grow into a role that the gods did not foresee. They too can perceive and manipulate the strings of fate, although they are more limited in what they can effect at once, and abusing their powers can lead to a frayed tapestry, and misfortune follows.

41 7.7. GenericaGenerica

“I am looking for someone to share in an adventure that I am arranging, and it's very difficult to find anyone.” “I should think so — in these parts! We are plain quiet folk and have no use for adventures. Nasty disturbing uncomfortable things! Make you late for dinner!” ― J.R.R. Tolkien, , or There and Back Again

“It’s still a great time for adventurers.” ― Tim Lebbon, Predator: Incursion

This is the typical adventurer fare, seen through the most banal and over-used of tropes. There are demon kings, adventurer guilds, , dragons, dungeons, monsters, and gods. A young farm boy who walks into a tavern will invariably be asked to go down into that basement and slay 10 rats, after being given a set of starting equipment and seeing their mentor killed. Ideally, each world should focus on a major element of what most people think of when they consider the fantasy . Other facets may be included in a world, but the intent is to make a staple of the genre available and easy to play around with (and perhaps deconstruct). Exploring the typical , readers come into things with a set of assumptions regarding the technology, politics, and so on. These may or may not resemble historical reality, but they reflect more the medieval period through the lens of a casual reader of fiction. These assumptions may or may not be accurate in regards to these fantasy worlds, but most probably are. The fantastical elements are not necessarily the focus of these worlds – they are taken as fact, and well established. That a peasant is astounded by a casting fireball does not mean that we are. We have seen these things a thousand times already. But these worlds have fireballs all the same, and the sorts of stories these worlds tell can only happen in worlds with men throwing fire about. But the story probably isn’t about throwing fireballs. The aspect of the world that gets the focus changes from jump to jump. Often this aspect is taken to an extreme, or implications are expanded upon and made a part of the world and the story. Indeed, this aspect could be said to be the story. It’s not that the mage can throw fireballs – mages can throw fireballs in any fantasy world. But why the mage throws the fireball is different in each one.

42 32. Fantasy Quest

“Heroes know that things must happen when it is time for them to happen. A quest may not simply be abandoned; may go unrescued for a long time, but not forever; a cannot come in the middle of the story.” ― Peter S. Beagle, The Last

 Dragonlance  Missing Gods  Evil Empire  Dragons and Legends  Forgotten Realms  Variety of Races  Regions Under Threat  Neverwinter Nights  Forgotten Realms  Baldur’s Gate  Forgotten Realms

This world features dragons – although they are rare. Elves, dwarves, wizards, and a host of other generic and cliches are very much in evidence, however. It seems that forming a group of strangers to wander around and look for treasure, kill monsters, and so on is a viable business strategy. Perhaps not very well looked upon, and terribly risky, but necessarry to the stability of the realm. These people may not be known as “adventurers”, and many are convinced they’re on a mission from god, or destiny, and are the only ones who can stop some terrible evil. There are also no “dungeons”, but rather lairs, ruins, and barrows. For many small towns living near these places, adventurers are the only ones with poor enough risk analysis to go do what needs to be done. And they’ll often do it for free! Of course, there are greater evils out there, and many of them are plotting some wrong. When the local lord goes mad, an warband gathers, or a mysterious tower rises in the haunted woods, there’s a certain kind of crazy that seems to solve the problem. Usually with gratuitous violence. Such ragtag groups have been responsible for saving countless villages, several regions, and even restoring the rightful king, or preventing a full-scale demonic incursion. So, while sane people don’t particularly enjoy dealing with the heavily-armed vagabonds, or cleaning up after their inevitable bar fights, most just shake their head and sigh in exasperation. Because it was the guy with the twitchy eye and covered in daggers the that ended that dire rat infestation in the sewers, saved Linda, and killed the mad mage responsible for it. It was the scantily clad lady who rarely bathes, armed with the sword larger than she is, who tracked down those that killed your merchant friend, and countless others and returned his wedding band to his grieving widow. And the dwarf, the elf, and the man with horns might have burned down your bar once, but they also killed the dragon that drowned half the town in fire.

43 33. Venture Forth

“Adventure works in any strand—it calls to those who care more for living than for their lives.” ― Amal El-Mohtar, This Is How You Lose the Time War

Slayer   Adventurer’s Guild  Dwarf Fortress  Labyrinthine Ancient Tunnel Complexes  Dug Too Deep  D&D + Pathfinder (WIP)  Adventurers  Various Races  Monsters Guarding Treasure

On the outskirts of civilization, when ancient ruins are discovered, the undead rise, or forgotten beasts roused, only adventurers experienced with dealing with the unexpected dangers of the frontier will suffice. To organize these adventurers, act as a liaison to the governing nobles in charge of the frontier, and ensure everyone gets a fair shake, a guild was established. Here, you have the typical adventurer guild tropes: shitty seniors, unnecessary ranking system, hot secretaries, party and inter-party politics. The monsters one may encounter here should be familiar. Dragons are exceedingly rare, while goblins seem to inhabit every hole in the ground. There are, wolves, giant spiders, serpents, and other sorts of creatures one would expect of the wilderness, too. More powerful enemies like orcs or undead have taken residence in the ruins that litter the region, as well. There are a few elf tribes that inhabit the forest-reclaimed area, and they are more than happy to tell of their old history, and what befell those who lived here. One of their greatest historical figures was a human king, whose blood still runs in their veins, which might explain why they are not as xenophobic as other elven societies. What makes this world notable is the deeper ruins, and what may be found within. Eons ago, this area was home to a mighty empire that suddenly fell in a spiral of madness and murder. The elves blame this on their disregard for the forest, which is suspect. What they left behind are masterworks of every kind – but not for easy picking. They are guarded by traps, cave-ins, undead wandering within the underground labyrinths, and worse things. Ancient beasts unearthed when the former inhabitants dug too greedily. But in these blighted, monster-infested, lawless places, there is something that all the greatest cities in the world cannot boast. A sense of freedom, unbound opportunity, a chance to make a name for oneself. The promise of adventure.

44 34. Quest for Deliverance

“It is far. But there is no journey upon this earth that a man may not make if he sets his heart to it. There is nothing, Umbopa, that he cannot do, there are no mountains he may not climb, there are no deserts he cannot cross; save a mountain and a a desert of which you are spared the knowledge, if love leads him and he holds his life in his hand counting it as nothing, ready to keep it or to lose it as Providence may order.” ― H. Rider Haggard, King Solomon's Mines

 Bravely Default  Activate the Crystals  Annoying Fairy  Deltora Quest  Collect the McGuffins  Defeat the  Legend of Zelda  Collect the McGuffins  Defeat the Dark Lord  Annoying Fairy

One ancient evil, one destined hero, McGuffins to taste. Mix well, stirring in obstacles and puzzles until properly challenged. Bake in increasing difficulty until hardened. Garnish with comedic relief and love interest, serve over threat of . The rightful ruler has been deposed, and only the heroes can recover and assemble that which can save the kingdom. The parts are, are on their own, powerful artifacts, and together they can restore the true king, and defeat the dark lord. This orphan boy who was raised by the former general of the king, in a small farming village on the outskirts of the Dark Lord’s rule will surely prove inconsequential to coming events. Oh look, his village was burned down by the Dark Lord’s troops, and he made friends with a fairy. Since the Dark Lord could not destroy the powerful artifacts that might be used against him, he put them in dungeons all across the land, guarded by monsters and traps. Now the brutally oppressed populace, without their power, could not possibly rise up against him! He clearly never read the Evil Overlord List. Between dodging patrols of increasingly capable monsters and/or guards, and rescuing the inhabitants of this blighted land, there’s not a whole lot to do. Siding with rebels to wage a guerrilla war against the Dark Lord might sound like a good idea, but many think it will just bring the hammer down on them even harder. The people are frightened, downtrodden, and bereft of hope. That’s the real power of the hero – besides being able to wield the combined powers of the MacGuffins without exploding – giving people hope.

45 35. Dungeon Delvers

“In the far reaches of the world, under a lost and lonely hill, lies the TOMB OF HORRORS. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil DemiLich.” ― Ernest Cline, Ready Player One

 GURPS Dungeon Fantasy  Dungeons  Adventurer-Based Economy,  MTG – Zendikar  Giant Mysterious Hedrons Filled With Treasure  Hints of Eldritch Shit  Generic Dungeon Crawl  Dungeon Ecosystem  Dungeon Economy  Divine Dungeon  Sentient Dungeon Cores  Empowered Delvers

Within the mountain caves, floating high in the sky, and beneath the waves, hide mysterious places where monsters, traps, and magic accumulate in shifting walls. There are riches to be found, but danger also. Not just the loot of fallen adventurers, but also new (or very, very old) magical items are waiting to be found. The mana lines twist through the dungeons in strange ways, resulting in a plethora of murderous monsters, enchanted equipment, and glittering gold. Between the monsters, traps, environmental hazards, and other delvers, going down into the dungeons is a risky proposition. But those that manage to emerge do so stronger, laden with treasure, and with stories to tell. Any dungeon worth venturing into has monsters and treasures, sure. But the most sought after ones have guardians that act as final tests for those who wish to claim the dungeon’s ultimate rewards. Magical items, ores with strange properties, and those who find and clear an unexplored dungeon may reap even greater rewards. Every dungeon has, at its center, a core. This core may begin life small, and stupid, but they quickly gain knowledge and power. Within a couple decades, they have learned how to make pitfalls, and cultivate dangerous plants and animals within their increasingly confusing passages. What is less well known is that these cores can bond with intelligent enough creatures. Indeed, they must, if they are to break past a critical threshold. Becoming the partner of a dungeon has many advantages, not the least of which is unimaginable wealth, and the best magical equipment one can find. See Also: Dungeon Meshi

46 36. Summoned Hero Saga

“You didn't get the quest you wanted, you got the one you could do.” ― Lev Grossman, The Magician King

“That's the key. The quests are things you need to do for others so that you can learn.” ― Kaza Kingsley, The Monsters of Otherness

 Hero BBS  Wide Variety  Re-Summoned  Shield Hero  Political Machinations  Baked Into The Setting  Konosuba  Stupid Adventures  Idiot Deities

At times, threats to the kingdom, sometimes even the world emerge. Threats that the inhabitants of a world are incapable of handling themselves. Usually demon kings, or monster surges, sometimes incursions from other worlds. Whatever the problem, when the going gets tough… summon a hero! All across the multiverse, many different worlds have developed spells to grab unfortunate victi- heroes to come to their aid! This usually involves the help of the gods, who grant the hero in question the skills or abilities needed to save their pet proje- worshipers from destruction. For every world where the king really does need the demon lord slain and the princess rescued, there’s another where the nobility just wants to use the power of the hero as a weapon of war. There are also many worlds where slavery is a fact of life, and it’s possible to get tricked into accepting such a status, and becoming a slave hero. Speaking of oppression – slavery, fantasy racism, sexism, etc. are not unknown. Corrupt and decadant nobles are very common, in such darker worlds. One should be prepared for these cultural shocks. Inexplicable cruelty towards cute girls with cat ears is not out of the ordinary, in some worlds. That’s without even mentioning the strange flora, fauna, and food in some worlds. Who wants to eat orc? As a summoned hero, one’s summoners may be very hands-on, supplying needed equipment, funds, and companions. Or they may throw masses of summoned unfortunates and throw them to the dire wolves to separate the wheat from the chaff. Regardless of one’s origins, their summoners, and gifts, the trials of the world are not without their rewards. Riches, recognition, even friends can be found in these worlds, if one survives. Sometimes a person even find a way to return them from whence they came. See Also: The Gilded Hero, How to Avoid Death on a Daily Basis

47 8.8. HeroesHeroes andand VillainsVillains

“It's hard for me to see characters as villains... just heroes with competing agendas.” ― Kirsten Beyer

Exceptional men and women tend to fall or rise to their capabilities. Inevitably, those who pursue selfish ends at the expense of others are opposed by the defenders of the innocent. That’s the story that these worlds ostensibly tell, in different ways, in different settings. There are many different kinds of hero, in many different worlds. Not all worlds have men in capes and women in spandex foiling the plots of super-scientists and alien gods. Sometimes a hero is just a man (usually one with a gun). Even without super-powers, a person can be a hero or a villain. Sometimes those powers take more realistic forms: gadgets, brains, or brawn. There are many ways to be a hero – taking the fight to criminals, or saving people from natural disasters, or just recovering purses from punks. In all cases, a hero is a person who puts their safety on the line to make other’s lives safer. But there are worlds where heroes do not bear the title, and others where those who bear the title are not heroes. There are dichotomies to human nature. What causes one man to rise to the occasion, may in another man cause their downfall. What power one uses for good, another may turn to evil ends. The choices we make define us as much as our circumstances, and the similarities between heroes and villains is sometimes surprising. Some people think that super-heroes are moral paragons, the embodiment of ideals we should all strive to emulate. Others see them as just another part of the system, hypocritical upholders of a tyrannical status-quo. Many people find the villains more interesting than the heroes. If the heroes are responding to the “dastardly” villain’s plans, at least the villain has a plan. A goal. There are lots of trappings to the heroic story. A hero is just a man at the end of the day, and no man can stand alone. (Unless, you know, that’s their heroic quality.) Many heroes have love interests to motivate them, side- to provide lighthearted moments, a nemesis to push them farther, and a whole gallery of rogues to keep them busy.

48 37. Battle of Wits

“The mystery story is two stories in one: the story of what happened and the story of what appeared to happen.” ― Mary Roberts Rinehart

 Arsene Lupin  Cat and Mouse  Constable and Thief  Inventions and Cleverness  Sherlock Holmes  Private Detective  Cleverness and Deduction  Usually Murder?  Investigation  Police vs Criminals  Generic

The game is afoot, the prize is pride, the rules are subject to interpretation, and the players are two of the most brilliant minds the world has ever seen. Their battle of wits may take place in the shadows, or be on the front page, but It must end. There can only be one victor, lamenting his success. This is a world where investigators, policemen, private detectives, even random Joes are sometimes blessed with powers of perception and deduction that put entire precincts of more regular crime-fighters to shame. Sometimes they masquerade as mediums, or act only through an alias. Serial killers, cat burglars, assassins, fraudsters, and more provide endless opportunities for would-be sleuths to test their mettle and their wits against. For every Holmes, there must be a Moriarty. And these examples of genius turned evil are to be feared. Of course, there’s often a more mundane ally of the man with the magnifying glass. Not a sidekick, no. More of a partner. These Watsons don’t exist to merely exclaim and wonder, slack-jawed at their more intellectual friend’s powers. They are often capable in their own sphere, and provide perspective, down-to- earth common sense, and sometimes muscle. Stories here often deal with a capable person struggling to ensure justice gets done in a system that doesn’t recognize their capabilities, or the exceptional nature of some criminals. Even if the bad guy does get caught, the man who stands trial in his place may be a body double, and nobody would believe the man who caught him. So the game continues.

49 38. Guns and Gadgets

“Do I want to know why you're so informed about spyware?" she asked. Nikolaos gave her a charming, dazzling smile. "No, my dear. You do not.” ― Molly Ringle, Persephone's Orchard

 007  , Secret Lairs, Super Weapons  Gadgets, License to Kill  Archer  Independent Intelligence Agencies  Miraculous Gadgets  Kingsmen  Secret Societies  Gadgets  Matthew Reilly Universe  Super Weapons  Ridiculous Plots

“Spying” apparently involves taking ordinary people, training them in the art of violence, equipping them with implausible technologies, and sending them out to foil supervillains in secret lairs. Supervillains bent on world domination, with dozens of henchmen armed with actual guns. You might be surprised how few deaths result. There are far too many extra-legal “intelligence agencies” around the world, most of them completely unknown to the public at large. For each of these forces of good (or at least capitalist self-interest), there are ten times as many terrorists, masterminds, and worse villains. Some even have secret volcano lairs. Stories in this world typically follow a pattern of recruitment, training, gadget acquisition, and mission deployment. Said missions almost invariably involve a villain who must be stopped, a honey pot or genuine love interest, using the gadgets mentioned earlier to escape danger, and a lot of dead thugs. This is usually followed by more gadgets and missions, once the setting has been established. See Also: Jason Bourne

50 39. Appropriate Measures

“We'll know homo superior when he comes — by definition. He'll be the one we won't be able to euth.” ― Philip K. Dick

 Push  Power Classifications  Result of Government Experimentation  Government Agency Hunts Down Powered  Infamous  Artificially Awoken One-Off Powers  Inconvenient to Daily Life  Discrimination, Criminal Associations  Shadow Ops  Discrimination  “Restricted” Abilities  Tacticool Application

In early 19XX, a man walked into a diner and exploded. He continued to explode, and was unable to stop. Perhaps if this world had a gentler introduction to the existence of special abilities, things would be different. Perhaps not. After the emergence of powers in 199X and subsequent media storm, governments were forced by popular demand to be seen doing something, anything. The people needed reassuring, and governments needed control – over both the powered, and the baseline – and thus the Deviant Task Force was created. With broad, sweeping powers, and a budget comparable to NASA’s during the space race, the government entity soon ballooned into a full-fledged agency on par with the CIA or FBI. Flush with funding and with public opinion on their side, the DTF got up to what some might politely call hi-jinks. Others might call it kidnapping, unlawful detainment, and extremely unethical human experimentation. The results of these experiments were inhibitor collars and deviant detectors. Of course, no country in the world would turn down the idea of honest to goodness super-soldiers, and so military exploitation was quick to follow. A new arms race, where the breadth and limits of powers quickly became understood and accounted for. Now, some of the DTF’s most distinguished agents are themselves powered. Many remember the “bad old days” when ‘deviants’ were rounded up and imprisoned without a trial. That’s not the case any more – as long as they have their identification at all times. Even now, those with undocumented, strange, or exceptional powers are hunted down, and rarely heard from again. Humans being as they are, most willingly submit and throw themselves at the mercy of the DTF, like the propaganda says to. Some, however, refuse, resist, and are hunted down. Treated like criminal terrorists (and some are), they have little choice but to run, and keep running. As the DTF’s capabilities expand, there are fewer places to run.

51 40. Tarnished Age

“He was a hero once, and it's the nature of heroes to throw themselves headlong into impossible odds, believing that somehow they'll come through them alive. The problem is that it's also in the nature of heroes to die.” ― Seanan McGuire, Late Eclipses

 Worm  Bureaucratic In/Competence  Good Villains, Bad Heroes  Trigger Events, Brain Difference  Cops and Robbers  Soon I Will Be Invincible  Supers are Damaged People  Relatively Rare  Most Know Each Other  Aberrant  Celebrities  Mental and Physical Defects  Brain Difference, Erruption

When the novelty of caped crusaders wears off, what remains is a jaded and cynical reminder of how dreams cannot survive the light of day. Even when they have powers, people are people – fallible, flawed, and fickle. Powers in this world are either weak or vanishingly rare. There are perhaps five thousand powered individuals, most of whom merely have slightly increased durability, or some other low-strength power. Each year, many mutate horribly, dying in the process or to their newly awakened powers. The source of powers is a mystery… to the public. While there are “wild” supers that get scouted, the powerful ones with recognized names are carefully created. However, most people believe the “origin stories” put out by heroes’ publicists. Major corporations pour millions into making heroes, branding, and merchandising, like an NFL player with laser-eyes or steel skin. These companies are also on the hook for any collateral damage their heroes cause. Of course, through the power of lobbying, this burden is not as great as it might otherwise be. And there’s all sorts of ways that being friendly with the people holding the leashes of the supers can benefit a person. While there’s something to be said for the carrot – decadent and degenerate lifestyles sustained by lots of wealth – the handlers of supers have one hell of a stick, too. If a super doesn’t play ball, they might lose their perks, get blacklisted, or even rebranded as a villain. And that means they go to a place worse than hell: superjail. See also: The Boys

52 41. Mahou no Mazoku

"Magic Girls, no matter how frilly their dresses, high their screams, or incompetent their sidekicks, will be treated as the credible and dire threats they are, and I will direct as many, if not more resources to their destruction as I would for a more classical Hero." — Rule #52, Evil Empress Guide

 Madoka  and Witches  Faustian Bargain  Noir  Self-Medication  Competing Incubator Agencies  Sailor Moon  Evil Inter-dimensional Aliens  Thematic Powers  Generic Magical Girl  Generic

To oppose these vile embodiments of evil, one force will never waver in protecting the innocent! Transform~! Of course, nothing is easy in a free for all between magical girls, governments, and the forces of evil. This is a shadow war, one for the fate of humanity, over the hearts and minds of men. The collective suffering and negative emotions of humanity coalesce into dangerous monsters. From an infinite realm of darkness, demons plot the overthrow of our dimension. These supernatural threats, immune to most mundane weaponry and invisible to most people, can only be combated by magical operators. But even magical operators, when pushed too far, can become the worst threats of all: witches. There are many different contractors, cute animal-like beings that can turn the desperate into powerful magical warriors through a Faustian bargain. They compete with one another for candidates, and employment opportunities for their contracted operators. This often results in security companies or PMCs with unusual numbers of pubescent “interns” capable of single-handedly dismantling experienced fire teams or even armored cavalry. Most mahou are involved with patrolling their contractor’s territory for mazoku, which produce the SINgularities needed to purify a mahou’s aura of corruption. Others are involved with operations that keep money flowing in – security, assassination, sabotage, espionage, and other unsavory jobs. These operations often pit mahou against humans, and the result is almost always in the mahou’s favor. When “transformed”, a mahou cannot be recognized, or their image captured reliably by any technology. This has kept their identities safe for the most part, which is important for those who still have people they care about. There have been a few instances of retaliation against a mahou through their loved ones. Those who tried this quickly learned that one should not cross a mahou with nothing to lose. See Also: Magical Girl Spec Ops Asuka

53 42. Capes & Spandex

“I've been kidnapped by a madman in tights and a cape.” ― Chelsea M. Campbell

 DC  Heroes and Villains  Moral Justice  Marvel  Heroes and Villains  Social Justice  The Free Universe  Heroes and Villains  Too Many Goddamn Supers  Incredibles  Heroes and Villains  Unexpected Realism

Anyone can be a hero. But most people aren’t, even when they do have powers. Maybe because being a villain is more fun, and the lure of easy money is more attractive than the bureaucracy that making money legally with powers would take. Either way, most supers play cops and robbers, with pranks and minor heists. But there are rules, and crises can prompt even nemeses to team up. Although they aren’t hard and fast, the major rules involve powers, costumes, and secret identities. You never go full-bore with your powers in a fight, or use them against uninvolved people. Your costume should reflect both how much damage you can take, and are willing to dish out. Secret identities are sacrosanct. Those who fail to follow these rules often end up dead. Most supers are “street-level”. They have one or two minor powers that makes them more capable than baseline humans, but not totally invincible. They are usually opposed by similarly-powered enemies, and stick to low-risk, low-reward stuff like burglary, and avoid the higher-tiers. The “cosmic” level are the other end of the spectrum. These are the big players, who travel back in time, defeat alien invasions, prevent the destruction of the world, and so forth. They have powers and resources to match their crazy adventures, and it’s nearly impossible to break into the “big leagues” if you start out as a small-fry. The hero-villlain paradigm is based on a (mostly) false dichotomy. There are plenty of villains who are decent people, even if they are criminals. Some street-level heroes can be positively murderous, and while some others might try to bring them to justice, they don’t get a whole lot of attention as long as they stick to acceptable targets. The cosmic heroes, on the other hand, tend to ostracize or attempt to rehabilitate their co-workers that they think fail to live up to a golden standard. Teams and team-ups say a lot about people on both side of the equation. The supers who are mentally and emotionally stable enough to work together tend to stay in the game longer, and have a support network that prevents them from going nuts or letting the power go to their heads. See Also: Dire

54 9.9. It’sIt’s thethe EndEnd ofof thethe WorldWorld

“The world is a goddamned evil place, the strong prey on the weak, the rich on the poor; I’ve given up hope that there is a God that will save us all. How am I supposed to believe that there’s a heaven and a hell when all I see now is hell.” ― Aaron B. Powell, Doomsday Diaries III: Luke the Protector

May people don’t realize how their golden age is a fragile existence suspended over a sea of chaos. There are lots of ways it could fall. In this section, you an explore worlds where civilization has collapsed, or is in the process of doing so. Whether it was a downward spiral into oblivion, or a quick drop and a fast stop for society, the aftermath is something you’ll have to contend with. When civilization falls and society crumbles, you tend to have a lot of people panicking. They resort to what our lizard hind-brains know, base instinct, greed, and fear-driven violence against their fellows. Unfortunately, those with better natures often fail to adapt and survive this period of transition. After the dust clears, and people realize all they have is gone, and life is different. Sure, looting will sustain the survivors for a time, but after a while, even those resources become scarce, and bandit raids become unsustainable. Banding together will only work for so long. In many cases, people turn to solitary survival. It’s easier to scrounge for one than it is for many. When you don’t have as many mouths to feed, the food lasts longer. You also don’t have to share blankets, medicine, or weapons. A desperate person will also often be willing to go to farther lengths to survive when they don’t have to worry about how others will perceive their actions. It’s a lonely life, but also freeing. It’s in a crumbling necropolis, and a monument to what once was, that the lone survivors congregate, either to compete, or trade. Sometimes they rediscover how to work together, or maybe necessity forces them to take on different roles so they all can thrive. But trust is difficult when you’ve just spent the fall of the world killing or running. Only half the story is the ending of the world, and life after the end. The other half is the people who survived, their interactions, how they are changed and how they change the lives of others. With suddenly so many fewer people, each life becomes much more interesting. Five billion deaths is a statistic, the story of five people coming together to stay safe is an epic.

55 43. Wastrels

“We all love after-the-bomb stories. If we didn't, why would there be so many of them? There's something attractive about all those people being gone, about wandering in a depopulated world, scrounging cans of Campbell's pork and beans, defending one's family from marauders. But some secret part of us thinks it would be good to survive. All those other folks will die. That's what after-the-bomb stories are all about.” ― John Varley

 Crossout  Diseased Wasteland  Cars and Guns  Fallout  Irradiated Wasteland full of Monsters  Bandits  Mad Max  Cars and Cannibals  Bad Batch  Desert, Cannibals, Outcasts  Cults of Personality

Where the hell did the leather-club-cannibals get cars? I mean, who keeps them running? Where are they getting fuel, ammo, and materials? I wasn’t aware a bloodsport-based society could logistically support mechanics and ethanol distillation. Anyway, the world ended less than 30 years ago, and now it’s a wasteland full of maniacs. Some of them drive armored cars, others eat each other, a rare few try to rebuild society. Bullets fly like rain, the thirsty earth drinks up the spilled blood and motor oil, and nothing grows. There are many factions – cannibals, pirates, peacekeepers, bandits, slavers, lone wolves, and stronghold lords. The people who survived the end, those who adapted, others who were changed, and the few whose determination carried them through. They are a willful and contentious lot. Compromise is as foreign to many of them as surrender. It’s either win or die, on the wasteland. These dry, dusty wastelands, the remnants of the end, hide many threats. Besides the bullet-spraying drug-addicted cannibals in muscle-cars, that is. Massive dust-storms that can strip the flesh from a man. Radiation clouds and poisoned earth. Mutants and the totally insane. Mere survival is a tenuous prospect, due to the rarity of arable land and safe drinking water. Whether it’s a scrapper hunting for something useful in the junkyards of the past, a scientist who survived the end in a bunker, or a post-end barbarian who has known nothing but the waste, life is not easy or safe. But it can be fun. There’s nothing like putting 200 rounds per minute down range while going 60 mph, doing donuts in the dry fields outside the skeletal remains of a dead city. Or ramming an enemy’s armored behemoth, only to ignite the flamers and cook them alive in their shell. Of course, everyone is going to be looking to do the same to you.

56 44. Vigor Mortis

“At least with I know my enemy and I know what to do: Aim and shoot. It's not so easy with people.” ― Donna Lynn Hope

“Indeed, one concern would be that the initial neoconservative response to a outbreak would be to invade Iraq again out of force of habit.” ― Daniel W. Drezner, Theories of International Politics and Zombies

 Dead Rising/Left4Dead  Advanced Medicine  Monstrous Strains   Corporate Experimentation  Animal Susceptibility and Mutations  Highschool of the Dead  More Zombies  Eros and Thanatos  Generic  More Zombies

One man’s triumph is mankind’s misfortune. A rapidly mutating virus that can edit DNA and is seemingly capable of communicating with itself. What could possibly go wrong? On an Earth without George A. Romero, you get a zombie apocalypse in a world unprepared for one. The virus spread throughout the globe, seemingly no worse than a mild flu. Until it hit critical mass, and it suddenly wasn’t so benign. Millions died of this strange new flu, others went mad – secluding themselves or lashing out with berserk rage, it even brought the sick back from the dead. Too many rapidly changing symptoms and vectors left government efforts to contain the infection ineffective at best. Months later, the only ones left alive are the survivors who isolated themselves, and the immune. But they are far outnumbered by the infected. No longer quite alive, the infected have a wide variety of forms and behaviors. Some hide, others wander aimlessly. Reanimated corpses shuffle slowly, while a few remaining technically-alive can keep pace with Olympic sprinters. And that’s not even touching on the monsters. Twisted mockeries of the human form, countless varieties of horrors stalk the desolate tombs of mankind. Survivors generally keep to themselves, fearful of infection from others. Some have banded into factions, notably the military and large pharmaceutical corporations. They have the resources to keep the infected at bay while continuing to search for a cause or a cure. At the cost of some lives they are willing to discard. See Also: Gakkou Gurashi!, I Am A Hero, Apocalypse no Toride, Zombieworld

57 45. Zoned

“If you want to survive, you're going to have to learn to be more ruthless.” ― Suzanne Lowe

 Metro 2033  Abandoned Post-Apocalyptic Subway Tunnels  Monsters and Spooky  STALKER  Quarantined Weird Physics  Factional Breakdown  The Division  Quarantined Sickness  Societal Breakdown

Around the globe, there are areas where the laws of physics and biology have started to go a bit wonky, strange radiation appearing from nowhere, and virulent diseases that decimated the local population. Quarantines were established, the people in these regions were cut off from the world, and left to fend for themselves. They aren’t totally alone, however. Some individuals – highly skilled or motivated – are willing to make the often one-way trip into the zones. Some do this to collect relics, record data, recover individuals, or advance some agenda. Others are ideologically motivated or opportunists, who see the zones as the birth of a new world, and wanting to get in as soon as possible. Factions have cropped up, supported by external backers in return for what they are in a unique position to provide. Smuggling people and goods in and out can make a man very wealthy, but it’s dangerous, and factions often clash. The dangers here are many, but the most frightening are the life forms. Besides bandits and wild animals, there are monsters. Mutants, aliens, or demons, no one can say for sure. Some are clearly related to terrestrial life, but others have forms and powers reminiscent of fantasy creatures. Some say that those who stay too long in the zone become such abominations. While living curiosities arouse much in the way of rumors, most zoners will only encounter rumors of them. Of greater concern are the concrete anomalies – areas or objects where physics seems to break down in interesting ways. These anomalies can be deadly obstacles to avoid, or extremely useful or lucrative. The sickness that rendered the zones lifeless seems to have passed, but there are still regions where radiation exceeds what anyone sane would consider safe. There are also dangerous storms, sometimes called blowouts, that shake the zones, although they seem to be undetectable to those outside.

See Also: Cataclysm Dark Days Ahead, NEO Scavenger

58 46. The New Flesh

“It doesn’t matter whether there’s blood in your veins or hydraulic fluid, it’s everyone’s right to be free.” ― W.H. Mitchell, The Arks of Andromeda

 Transformers  Biomimicry and Transforming Machines  Factions at War  Horizon Zero Dawn  Biomimicry Robot Ecosystem  Post-Apocalypse  Beast Wars  Biomimicry Transformations  Factions at War

One day, in 20XX, an asteroid was detected which gave off irregular radio emissions. Already heading in Earth’s direction, it seemed to shift course over several days until it was on a direct collision course. Missiles were launched, in an attempt to break it up to no apparent effect. However, before impact, indeed, even before entering atmosphere, it shattered, raining debris down across the world, but causing few casualties. People rejoiced at the apparent closely avoided extinction event, but those in the know were a bit more wary. Reports started coming in of metallic materials recovered from impact sites, and over the course of several months, everything changed. Laboratories studying the composition of the fragments experienced strange attacks, materials and equipment disappearing, scientists kidnapped or discovered mauled to death. Years later, and a new form of life has inserted themselves into an ecological niche, either modifying existing machines, or mimicking existing wildlife. Most of these are inimical to human life, although a minority are seemingly friendly to humans. A dialog has been established, and while their thought processes may be alien, a history and motivation has been uncovered. From a distant planet, a group of extremophile machine life-forms began sending out colony ships to scour the stars for neighbors, be they friend or foe. A technological plague that piggybacks off of existing machines to create new life forms. When they found us, they attempted to communicate via radio waves – but without reference points, communication was impossible between us. It was not our attempts to destroy their colony vessel that turned them against us, however. They seem to have had a natural distaste for organic life to begin with. Now that they’ve landed, and are surrounded by it, they have split into many factions, which have their own goals. The largest group seeks to exterminate us, and inhabit the planet. Others think they should build a new colony ship and leave. A handful wants to learn from us and live in harmony. Regardless of their motives, their hijacking of the internet, radio, and satellite systems has crippled humanity’s ability to communicate, and the conflict has destroyed our industry and logistics. Progress grinds to a halt, as we struggle to survive, pitted against alien machines, in civilization’s ruins. See also: Ratbat’s dire machines.

59 10.10. LastLast RitesRites

“Do not wait for the last judgment. It comes every day.” ― Albert Camus

Good and Evil is not an uncommon theme in many worlds. In some worlds, they find an uneasy peace, or even coexistence. Rarely, however, does this conflict go beyond the sort of hands-off proxy-war, and into full-blown violence on the streets for the souls of man. Many cultures have stories about what awaits after death. How one lived or died often determines what sort of afterlife one goes to. A place of bliss, or suffering. Maybe tormented souls and demons seek to tempt others into following them because misery loves company. Maybe there are finally enough sinners in hell to take the Earth. Most religions have a creation story that explains why things are, rather than not. Many also have stories about how the world will end. In the clash between good and evil, Armageddon seems to be a common theme. Usually it’s the evil side trying to bring about the apocalypse, but in recent years forces of nominal good have tried their hand at it in various media. In any case, the existence of higher powers is not reassuring in these worlds. Good or Evil, they are bigger than mortal man. Gods and their indiscretions can ruin lives, and even the weakest of forces is something most people are unprepared to deal with. Nevertheless, faith is an important part of religion. Maybe worship sustains the gods, or belief in things is necessary for the universe to exist. And so, the fight for the souls of man may be important for more reasons than mere theoretical metaphysics. Religion might be applied metaphysics, instead. Obviously, there are a lot of stories that could fill these spaces. A chosen one of Good might resent their duty, Evil might be affable – or even have a decent point. Maybe good and evil characters have a chance to team up to stop the end of the world. What happens after death is a vast playground for a writer to explore. The cruelty of the gods is always a good chance to throw obstacles in a character’s path.

60 47. Restless Spirits

“To be haunted is to glimpse a truth that might best be hidden.” ― James Herbert, Haunted

 Bleach  Ghost Monsters  Ghost Heroes  Soul Society, Hueco Mundo  Psycho 100  Ghosts and Spiritual Monsters  ESPers  Danny Phantom  Ghosts  Spirit Scientists  Ghost Dimension  Shaman King  Ghosts and Other Spirits  Battle Wizards

When people die, their souls usually depart to the afterlife. But some need help moving on: those trapped by something left unfinished, powerful spirits who choose to stay, and evil spirits that torment the living. Although this world looks normal on the surface, it is teeming with ghosts, demons, and reapers. There are some spirits that return to Earth to help ghosts along, and protect the living and the dead from dangerous spirits. Called reapers, they are part of a soul society that stretches across the globe, and into the afterlife. Though they vary in culture and methods from region to region, they all have the same goals. Those with strong spiritual energy may be able to perceive spirits, or make use of different abilities. The most common of these abilities include enhanced strength and durability, or telekinesis. Stranger abilities, like forming armor from the soul, or turning back time, are not unheard of. Scientists researching zero-point energy have managed to discover a fourth, seemingly spiritual dimension. Though they don’t have a complete picture of reality, they can accomplish some things long thought impossible by more traditional spiritualists. Said traditional spiritualists not only have strong spirits, they are trained in the art of communicating and working with spirits. This may mean empowering ghosts, or making deals with or demons, or sharing their body with a powerful familiar spirit. Occasionally, someone uninitiated into the spiritual world will stumble into it. They may have a near-death event, follow some ritual they think is fake, or literally walk into the middle of a spiritual fight. In any case, once their spirit is awakened, it quickly becomes more powerful, and integrates with their body, allowing them to use the power of their soul. Once a person with a strong spiritual presence becomes aware of spirits, they in turn become aware of them. The unfortunate is usually quickly devoured by apparitions that feed on weaker or inexperienced souls. See also: Mieruko-chan

61 48. As Above, So Below

“I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use.” ― Galileo Galilei, Letter to the Grand Duchess Christina

 Unsong  Kabbalah and Everyday Theology  Government Oversight  We Know The Devil  Sin and Transformative Thoughtcrime  Realities of Temptation  His Dark Materials  Celestial Bureaucracy  Variety of Worlds  Chick Tracts  Conspiracies Seek Spiritual Domination  Devil vs Deus

In some settings, the existence of gods is a mystery. In this one, we know some of the names of the being that spoke the universe into creation. By mastery of his name, mastery of his creation follows. However, God is missing from His throne, and His agents seem to be working at cross-purposes. Angels and Daemons stalk these worlds, and it’s impossible to know who to trust with your soul. This setting is actually 10 realms, called the Sefirot of Worlds. Each world is connected to others, which have natural properties that are slightly different from one another. In our world, Earth, if you flip a coin, it comes up heads 50% of the time. This is not the case in other places. There are places of constant suffering, and others that appear like paradise at first. If one existed, the metaphysical alignment chart of this self-contained sphere of existence would look something like: wisdom vs innocence one one axis, and good vs evil on the other. Sapient beings naturally absorb ambient wisdom, becoming creatures capable of moral consideration. However, that doesn’t mean that they are always good. Some come to delight in the suffering of others, while others are deceived by evil spirits into performing evil acts for the “greater good”. These unseen forces of evil are opposed by those of good, but evil seems to be winning. Good requires the light of wisdom, and evil has found a way to cut worlds off from this light. Even angles have been deceived, and Metatron himself wages war for the opposition. Lesser agents of various churches and governments form great cogs in the machinations of evil. See Also: that one novel I can’t recall the name of with scientists fucking with dimensional waves and finding cracks to other worlds based on the tree of life

62 49. Remnants Ecumenical

“All gods who receive homage are cruel. All gods dispense suffering without reason. Otherwise they would not be worshiped. Through indiscriminate suffering men know fear and fear is the most divine emotion. It is the stones for altars and the beginning of wisdom. Half gods are worshiped in wine and flowers. Real gods require blood.” ― Zora Neale Hurston, Their Eyes Were Watching God

 Percy Jackson  Demigods and Monsters  Modern  American Gods  Faith and Incarnations  War of New and Old Gods  Young Men  Every Religion is True  Blending In  Little Nicky  Angels and Demons  Cross-Breeds

Gods of every stripe exist in this world, and so do their children, who are as numerous as their old legends would suggest. The children of the gods, and the descendants of heroes blessed by them live a life that is as bitter as it is sweet. Often abandoned by at least one of their parents, they grow up ignorant of their nature, and stumble through demi-god adolescence. Many do not survive. Mortals who do not believe in the old gods are blind to their influence and their works find mundane explanations. But this misty veil of perception is not protection: whether or not mortals believe in myths, the monsters of legend believe in them. They prefer heroic flesh, but they’ll take advantage of the veil’s guise to appear human enough to kill and feast on mortals, too. But if the hero-born can survive their infancy, and grow into their powers, they are certainly more than a math for most monsters. Stronger, more beautiful, and capable of calling upon their ancestry as well as their personal mythos, they are forces to be reckoned with. But they are nothing compared to the gods themselves. And the gods, as they say, are quick to anger. Oaths, curses, and blasphemy are much more serious for heroes, as the heavens and hells take notice of their words. And the gods often have plans for mortals, and their offspring. These quests will often take a hero into unreal spaces, places of legend, more dreamlike and more real than the everyday. What happens in these places of power echos on the mortal plane, and vice-versa. Should ruin befall a pantheon, their people suffer. Should a mythology be forgotten, even gods may become tattered dreams. See Also: Scion (RPG)

63 50. Heaven or Hell, Let’s Rock

“The first time [Christ] came to slay sin in men. The second time He will come to slay men in sin.” ― A. W. Pink

 God Hand  Ridiculous Characters  Demons and Holy Weapons  Gratuitous Violence  Devil May Cry  Ridiculous Characters  Demons and Demon Weapons  Gratuitous Violence  Bayonetta  Ridiculous Characters  Demons and Demon Weapons  Gratuitous Violence

The gates are creaking open to the sound of breaking seals. The realms above and below the mortal plane are beginning to converge – to the detriment of the world caught in between. And frankly, it’s getting pretty crazy. Demons and angels are not just sending their mortal servants to battle, but taking matters into their own hands. Even the normally clueless masses can’t miss a tower of bone in Las Vegas, or Los Angeles playing host to the Heavenly Host. Demons slaughtering people in the streets of New York, and angels acting inscrutable and haughty. With the literal revelation going on, all sorts of weirdos are crawling out of the woodwork. Cultists, magicians, half-breeds, the blessed, damned, and other supernaturally empowered are acting as mercenaries for both sides of the conflict. This has led to things generally being 20% more on fire and 60% more radical. One cannot have conflict without weapons, of course, and this war is no different. Frighteningly powerful weapons, not crafted by mortal hands. Turns out, if you beat the ass of a demon or angel hard enough, they’ll transform into something that lets you beat the ass of other idiots that don’t belong on earth. There’s a lot of confusion over exactly why the war is happening now, and what each side is after. It’s generally agreed upon that somebody is trying to start the apocalypse, or nudge things in their side’s favor right before the trumpets begin sounding. See Also: Chainsaw Man, Dante's Inferno ()

64 11.11. MagicalMagical RealmsRealms

“I like nonsense, it wakes up the brain cells. Fantasy is a necessary ingredient in living, it's a way of looking at life through the wrong end of a telescope.” ― Dr. Seuss

“Fantasy is hardly an escape from reality. It's a way of understanding it.” ― Lloyd Alexander

A variety of fantastic worlds to adventure in – while a common fantastic theme the inclusion of magic, it is not required. Instead, worlds in this section stand out from the “typical” fantasy setting (see: Generica) in one way or another. Each focuses on a peculiarity, and uses that fantastic element to ask a question, prompt a story, and explore the consequences of the divergence from strict realism. Each of these worlds focuses on a single difference, and the spiral of consequences that result from that difference. These differences can be formulated as hypothetical questions, like “what if fairy tales were real” or “what if only some people could use magic?”. While other settings might have such qualities, they are often background, and rarely are these aspects of the setting the focus of the story. The major draw of framing these differences as hypotheticals is that it makes it easy to pose the setting as a philosophical experiment. How would society be different if we all lived a mile above the ground, on floating islands? If magic follows bloodlines, would a magocratic noble class inevitably arise? Etc. The socio-cultural impact is not the total extent of the setting, of course. There are not just downstream effects of changing the nature of reality – one also needs to consider what other implications and questions need to be answered for the change to occur. If fairy tales are real, are dragons/witches/ evil? If all nobles are magic, do they all share a single magical ancestor? If the world is a bunch of floating islands, how do people travel? Was the world always like that? Of course, we will be tempted to compare and contrast these worlds with the one we’re familiar with. In what ways does this world indulge our and desires? What are the uncomfortable or undesirable aspects of the change that we can have our characters confront? What can characters do to fix the world, and how does the world impact our characters? In any case, the setting of the world is the main draw, and exploring that setting through adventure is the primary storytelling method. Take your characters on a tour, introducing setting elements that challenge their preconceptions and make them question their beliefs.

65 51. Animal Kingdoms

In sober truth, nearly all the things which men are hanged or imprisoned for doing to one another, are nature's every day performances. ― John Stuart Mill, On Nature

 Redwall  Food Porn  Iron-Age Medieval Animal People  Root  Different Species at War  Medieval Conflict  Zootopia  Carnivore vs Herbivore  We Live in a Society

In the great woods, there are many animal-based . Some stand at barely waist height, others seem to tower twice as tall as any other being. The trees of the forest vary as much in height – some about as tall as you’d expect, others scraping the heavens, tops shrouded in cloud. There are peaceable creatures, who tend their clearing farms and fill their days with merriment and frivolity. The mice, squirrels, and moles work together to farm, mine, and build. With help from beavers, bees, and smaller birds, these races form secluded abbey-fortresses to live in harmony with one another. The mercenary races are the opportunistic omnivores. They will protect whoever will pay them – whether they need protecting or not. Weasels are perhaps the most feared by the more peaceable races, but the more honorable rats are more numerous. The most famous, however, are the huge badger knights and cunning otter rangers. The true predators and giants – cats, bears, wolves, and such – are universally feared, and only refrain from eating their own neighbors either out of reluctant courtesy or pragmatism. That’s if they bother at all. They may not be as numerous as the mercenary omnivores, but they are obligate carnivores, and unless they stick to fish and birds, they do end up eating thinking beings. Fish and insects are generally not sapient, and only the largest and most fearsome specimens display a more directed sort of predatory cunning. Reptiles are just as alien, but have been known to display language and a chilling capacity for patience. Amphibians are often solitary, but aren’t much of a bother, otherwise. Many of these creatures are scaled-up, and the carnivorous among them can pose a real threat. The birds seemingly have their own kingdoms and conflicts. There is some overlap with those who hunt smaller birds, or seek to plunder nests, and the predatory owls and falcons – but these interactions between the races of the sky and earth are the exception. There are a few rules most follow: if you see a large shadow from nowhere, run; don’t fuck with crows; killing a messenger bird is bad luck. See Also: Mouseguard

66 52. Family Matters

“A man is lucky if he is the first love of a woman. A woman is lucky if she is the last love of a man.” ― Charles Dickens

“When will women become civilized enough to stop mistreating men [...] merely because they have the power to do so? As long as [women] continue as they are, men have no alternative to polygamy.” ― Esther Vilar

 Otoyomegatari  Strict Societal Norms  Gender Roles and Marriage  Politics and Conflict  A Brother’s Price  Gender Imbalance  Gender Roles and Marriage  Plots and Politics

A world where twenty women are born for every man. Families flourish or die based on the choice of husband shared among a generation of sisters. Men without family are often stolen, or sold to disease-rife brothels. To protect the rare male that is born alive and healthy, families of women organized into clans. On the steppes they build their lives around nomadic caravans of traders and herdsmen. More sedentary clans built fortified farm-houses to keep their men and boys safe. Men are a precious, protected commodity, and many aspects of political and practical life are centered around gaining, keeping, or trading them. Marriage is a serious matter that can mean the life or death of an entire clan in a single generation. Although there are various regional cultures, all of them share similar gender roles determined by the practical realities of having 20 women for every man. It’s not a paradise of “death by snu-snu”. Some men, either taken by force or sold by their family, end up drugged and put into service in what are essentially prison-brothels, where disease is rife. Although naturally stronger, men are raised from childhood to obey women, and their bodies are often somewhat under-developed as gender roles designed to protect them left men with little “acceptable” opportunities for manual labor. These social factors, combined with being outnumbered 20-to-1, make life as a man one that of submission. The technology is somewhat uneven, as is the case in many worlds with low degrees of commerce. Guns are not new, but rifled muskets are a relatively recent invention. There’s lots of light artillery floating around, too, thanks to a recent war between empires. So why are there so few men? It might have to do with biology, but one would expect the ratio to be self- correcting through evolutionary pressure. There’s little evidence of the supernatural in the world, too. In the end, it is a mystery. Perhaps one that can be solved, perhaps not.

67 53. Fabled Coronation

Once upon a time fairy tales were told to audiences of young and old alike. It is only in the last century that such tales were deemed fit only for small children, stripped of much of their original complexity, sensuality, and power to frighten and delight. ― Terri Windling

“Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed.” ― G.K. Chesterton

 Disney Princess  Sugary Adaptations of Faerie Tales  Powers and Faeries  Princess Bride  Riffing on Tropes  Subtle Magics  Ars Magica  Dangerous Woods and Mythical Creatures  Church and Mages  Generic  Generic!

Not all princes are charming, dragons evil, witches cackling, and princesses beautiful. Some, sure. But most? This world will both fulfill and subvert expectations, often when one least expects. It is a world of wonder, surprise, danger, and painful lessons. Where every story that begins, “long, long ago,” might take place. Older fairy tales are somewhat removed from more modern adaptations where everyone gets a happy ending. Cruelty and death are not unknown in this place. Murder, torture, fates worse than death, slavery, rape, and terror are facts of life. Not for most, but for enough that people know that life is dangerous. There are many kingdoms. Some prosperous and ruled by just monarchs. Others gripped by famine, plague, or cruel pretenders to the throne. War between these kingdoms is rare, but not because of any feeling of brotherhood between nations. Good walls make for good neighbors, and there are few better walls than the Woods. In the Woods, there are dragons, trolls, monsters that have no name, cruel witches, and worse things. The Woods are dark, and deep, and other. There are faeries here, little people, who live by inscrutable rules. There are forgotten, lurking gods, and monsters worshiped as gods by small villages. Mages also seek out these lonely places where they can practice and learn their craft without being bothered by the church, and where, should the worst happen, their follies not claim more lives than their own. There are as many paths of magic as there are practitioners, and despite virtual hermitage, some are well respected for what they can provide. See Also: MTG – Throne of Eldraine

68 54. Towers of Magic

“There’s no god, it’s the elements that control this world and everything on it.” ― Scott A. Butler, H2Zero: Part One

 Circle of Magic  Schools of Magic  Elemental Combinations  The Last Airbender / LoK  Elemental Manipulation  Spirits  Weird Animals  Familiar of Zero  Magical Nobility  School Life  Familiar  Codex Alera  Elemental Spirits  Politics

From all over the realm, children with the gift come to a Tower to learn the magic of the four elements. Spoiled noble brats and awe-stuck country bumpkins alike come to master the fundamental natural forces. They are taught to commune with the spirits, to bind a familiar, and the basics of elemental manipulation. Although there are a variety of magical styles, all rely on same foundation, and the same set of cardinal, ordinal, and trinary elements. The spirits and spells may change between practitioners, but even the most distant magical traditions are comprehensible to one another. Part of that is the work of the Tower system – education and a chance to mingle for young practitioners. Another is the limited nature of who can learn magic. When every practitioner is a noble, knight, or novice in the church, there’s a network between them that most are aware of others. Part of that awareness is necessary for survival. There is a cut-throat game resembling medieval politics that is played within institutions, between them, as well as on a larger scale. Knowing the elemental affinities, preferences, and styles of one’s rivals and enemies is a shield against being taken unaware, as well as an arrow one can use against them. A skilled magician is capable of calling forth howling gales, raging fires, rushing floods, or rumbling earthquakes. Such a force can change the tide of battle, create or destroy great works, and leave their mark on history. See also: Little Witch Academia

69 55. Nexus

“Dragons and legends...It would have been difficult for any man not to want to fight beside a dragon.” ― Patricia Briggs, Dragon Blood

 Dragons Dogma: Dark Arisen  Special Dragon Powers  Humans and Elves(?)  War-Torn Wilderness  Drakengard  Monsters, Elves, Fae  Pacts with Supernatural Creatures  Manipulative Outsiders  Skyrim  Dragon Souls  Magic Stone Plinths  Mostly Humans, Some Elves

Finally, the prolonged conflict between two exhausted kingdoms comes to a tentative peace. However, now is not the time to put away swords and armor, for in the shattered border regions, and neglected corners of these lands, monsters gather. Is it a natural confluence of leaving these lands unpatrolled, the working of the enemy, or something more sinister? With so many soldiers killed in the war, even the capital cities are besieged, vulnerable roads held hostage by harpies, goblins, ogres, chimeras, and even dragons. They strike small villages, travelers, and the vulnerable, before slinking away – crippling commerce and trade, further weakening the kingdom. Unable to be faced on the open field of battle, the enervated army is hamstrung, and unable to meaningfully curb attacks. Not mere beasts, lesser dead, or twisted humanoids, “greater monsters” include dragons, sphinxes, some of the largest and oldest harpies, a rare few chimera, and some of the more magical beings, like faeries. These beings can form a bond with a human, greatly increasing the power and potential of the mortal, and giving the monster the ability to grow and develop further. Neither monster nor man, hanging between life and death, the pact-marked are one-man armies. But they are not alone, calling forth and command beings from astral realms. These pawns are technically alive, but lack souls or desires beyond a weak survival instinct. When killed, they return to from whence they came. In this world of conflict, of men and monsters, pacts and pawns, there are forces at work that seek to take advantage of the chaos. Their means are horrifying, and goals inscrutable, but some suspect they are behind both the long war, and the rise of monsters.

70 56. Stranger Wakes

“We dream to give ourselves hope. To stop dreaming – well, that’s like saying you can never change your fate.” ― Amy Tan, The Hundred Secret Senses

 Morrowind  Wide Variety of Races  Weird Fantasy  Prophecy  Kingdoms of Amalur: Reckoning  Different Kinds of Elves  Fateless, Fateweavers  Immortal Evil Fae Invasion   Dark World of Demons and Dreams  Humans, elves, not-trolls, dwarves  Divinity Original Sin  Humans, Elves, Dwarves, Lizardfolk  Magic Stones

This world is notable for being stranger than most others in Generica. Not in terms of what occurs, but the inhabitants, culture, and so on are closer to what a person might expect from a completely different world. Everything from the monsters to the main methods of transportation would all be unfamiliar and strange to a person who didn’t grow up here. The elves here are not the forest-dwellers you are used to. Orcs and lizard-men are persons with their own civilizations. There are even bestial cat-faced humanoids known for less reputable merchantry. Of course, there are also humans, but like the other races, they are the minority outside of their ancestral or conquered lands. Even if you can stomach getting called names by elves, eating the eggs of the giant insects that stride between cities, magical items powered by souls, or getting your things stolen and then sold back to you by a drug-addicted cat-person, your time here will not be easy. Part of that is the metaphysics of the world, which gets tangled up with some adjacent worlds, and gods, and demonic gods. The oddities in the Caul, and the stirring of the Beyond are mysteries that have many worried, and all the portents point towards a great calamity coming. Many prophecies, and fates decreed by gods, seem to be seeking their own completion before whatever happens. This has not made the world any less strange, as no fewer than a half-dozen chosen ones seek to prevent a dozen possible cataclysms.

71 57. Zephyr Skies

“Night and day, wind and storm, tide and earthquake, impeded man no longer. He had harnessed Leviathan. All the old , with its praise of Nature, and its fear of Nature, rang false as the prattle of a child.” ― E.M. Forster, The Machine Stops

“Rare stories traveled of those who rose too high, the ships who sailed like Icarus towards the sun. And like him, they crashed and burned for their arrogance.” ― Katherine McIntyre, The Airship Also Rises

 The World of Otome is Tough For Mobs  Floating Islands, Airships  Mecha  Magic, Technology, HEMA  Skies of Arcadia  Post Fantasy World War  Gigas and Silva  Airships  Storm Hawks?  Low-Lying Miasma  Crystals

Above a ruined wasteland, lively islands drift in a sea of clouds. But despite the peaceful vistas, all is not calm. Monsters arise from mutated wildlife, or migrate between lands on wings or drifting islands. Nations vie for crystallized power to fuel airships, golems, and mecha. Ancient spirits capable fo shattering the laws of nature strike down flying ships, and raising storms. In this world, skyships are a vital part of life, transporting goods and people between islands in the sky. These may be small transient locations barely able to support a population, groups of islands that seem to drift together, or even large stationary masses that house entire kingdoms. New lands sometimes rise up from the miasma below, covered in monsters and ancient ruins. Although magic gives humans an edge over many monsters, the arcane alone is not enough to survive. There are martial experts capable of using enchanted weapons to achieve similar feats, without the drawbacks of exhaustion or chanting. Then there are massive armored suits powered by crystals – part knight, part golem – that can fight head-to-head against even the largest monsters. Even stronger are the primal spirits. Some are bound to specific islands and worshiped as gods. Others wander the skies as forces of nature, or in mortal form. They are ancient legacies of a war that split the land and sky, and shattered the world. There are many peoples in this world: diminutive halflings, cat-like beastfolk, the horned race, humans, and even stranger folk. There are just as many nations, too. Idyllic beaches where all the races live in harmony, hellish mountain kingdoms where discrimination or even slavery are practiced. See Also: Granblue Fantasy

72 12.12. NoNo PlacePlace LikeLike HomeHome

“Yes I am weird, weird is good. Normal is overrated.” ― Mad-D

“Life would be fabric-softener, tuna-salad-on-white, PTA-meeting normal.” ― Augusten Burroughs, Running with Scissors

“I didn't want normal until I didn't have it anymore” ― Maggie Stiefvater, Lament: The Faerie Queen's Deception

Here are a set of worlds that should feel is familiar. Of course, while these places might look like where you came from at first glance, they tend to differ in various ways. However, any inhabitant of our world that found themselves transmigrated to one of these settings should be able to fit in fairy well. These worlds don’t have any looming dangers that threaten civilization, dens of monsters, or supernatural threats. That’s not to say all of these versions of Earth are safe, or completely without fantastic elements, but the worst a person could face would be a man with a gun. Inhabitants of these places are mostly concerned with every-day problems and drama. Dealing with groceries, taxes, and friendships. After exploring a wondrous multiverse of splendorous sights and unimagined mystery, one might find worlds like these to be a bit drab and dull in contrast. But maybe a vacation isn’t a bad thing. Being able to slow down, finding pleasure in the little things, and taking comfort in the familiar and relatively safe. But if one isn’t that experienced or jaded, if they go looking, they might find these worlds are larger than they first appear. Escaping the comfort zone, one can find awesome experiences, danger, old places seen through a new lens. Even in these mostly entirely mundane Earths, there’s something new. Besides the familiar problems that plague most Earths, each of these settings has something exceptional going on. Sometimes that will only become apparent if one goes looking. Other times, the adventure finds the unexpecting.

73 58. Ordinary Life

“Everything you are used to, once done long enough, starts to seem natural, even though it might not be.” ― Julien Smith, The Flinch

 It’s Always Sunny  Quirky Oddballs   Crime  West Wing  Politics  Various Generics  Nine to Five  Careers  Sitcom  Slice-of-Life

This is perhaps the closest world to “home” that can be found in this collection of settings. Although one will have to deal with the usual accouterments of a rather boringly average life, there are still war zones, social unrest, and the little things that make life a burden even in first-world countries. The major selling point of this world, rather than power, danger, or anything exotic is the characters and the situations they get into, dragging everyone around them along for the ride. Congressmen, drug addicts, bar tenders, singers, you-tubers, and anyone else you might cross paths with could be the source of your next adventure. Or headache. Whether it’s a rotating cast of interesting characters, long-time neighbors, or the weirdos one finds themselves working with, everyone here is the center of their own story. And it could be part of your story, if you choose to befriend them. Expect to be surprised by undercover cops busting up a pigeon-smuggling operation, finding a cache of Nazi paraphernalia in an old-folks home, a group of middle-schoolers living life to the fullest and making life interesting for everyone else in the process. Despite the lack of anything paranormal or beyond the mundane, this world is full of little situations to tickle one’s fancy.

74 59. Knights’ Code Duello

“Violence, naked force, has settled more issues in history than has any other factor.” ― Robert A. Heinlein, Starship Troopers

 Dodgeball  Importance of Sports  Otherwise Normal World  Girls Und Panzer  Girls und Blade  Hema School Dueling Club  Sports Jump  Fencing, , and HEMA  Competition, Recreation

In this world, duels (rarely lethal) are the de-facto sport of choice, method of ending disputes, decider of major business deals, and settling questions of honor. There are professional associations and amateur clubs, high-school competitions in full protective gear and back-alley knife-fights over shoes. Beyond the fact that carrying a sword is something of a fashion statement, this is a fairly normal world. Despite the obsession with medieval European and Japanese swords and sword accessories, this is a pretty peaceful world. Most people never get challenged to a after their physical education classes in public school. That doesn’t prevent there from being highly marketable following for professional dueling teams, or people from wearing a sword to the bar. Women love guys who know how to duel. There are some obvious legal differences that exist to facilitate “street” duels, but they don’t cover duels to the death. Most of these are to first blood or to surrender. Anything more must go through a mediation with a judge to ensure the differences are irreconcilable. Accidents happen, though, which is why there’s been a push in recent years for making it easier to register as a public witness and referee for duels. Now, one may wonder how wars get fought, whether or not guns exist, and how law and order is maintained when the populace is armed and trained to fight. The answers to these questions may be surprising, or obvious, but are left to the reader, in any case.

75 60. High-Stakes Archaeology

"Every adventure requires a compass, curiosity, a journey, a creative mind and someone willing to play." — Shannon L. Alder

"Fortune and glory, kid. Fortune and glory." — James Kahn ( and the Temple of Doom)

 Indiana Jones  Low Magic  World-War Arms Race  Mummy Trilogy  Buried Horror  Wealth and Power  Tomb Raider  Rare Magic  Action Archeology

There’s always an adventure, if you’re willing to look for one. Treasure, monsters, even magic – out there, waiting for the right kind of person, one who scoffs at ordinary life, and seeks grandeur over the horizon. Fabulous wealth, a knowledge of , and the freedom to travel to far-flung exotic locales might help, too. If one chooses to join the race for the lost, they can expect some competition. But wait, there’s more: traps, puzzles, even guardians – animals that have made the ruins their home, or more frightening monsters. The pitfalls, swinging blades, rolling boulders, animated statues, snakes, spiders, collapsing ceilings, and so on often cut down on the competition. Even if one makes it out alive with the prize, smart scavengers wait for others to do the hard work of tracking down, surviving, and retrieving the artifact of their desire. Then they wait for the victor, bloodied and tired, to emerge from the ruins, and simply take what they want. The greater the prize, the more seek it, and the farther they’ll go to get their hands on it. It’s not all rich British heiresses and well-meaning archaeologists. There are some unscrupulous individuals after the same treasures. Maybe they’re in it for the money, for the fame, for their private collection, or maybe they buy into some hokum belief that the relic has some mystic power. Maybe they’re right. See Also: National Treasure

76 61. License to Kill

“Spy' is such a short ugly word. I prefer 'espionage.' Those extra three syllables really say something.” ― Howard Tayler, Emperor Pius Dei

“Do you know what love is? I'll tell you: it is whatever you can still betray.” ― John le Carré, The Looking Glass War

 Burn Notice  Alphabet Agency Antics  Mixing Professional and Personal Motivations  True Lies  Secret Agencies  Terrorist Plots  Rainbow Six  Black Ops, Sensitive Missions  Tactical Fireteams  Splinter Cell  Stealth  Realistic Gadgets

There is a largely unseen war being fought between countries, terrorists, mercenaries, intelligence agencies, and whatever collateral gets caught in the crossfire. In this war, battles are waged for many reasons, almost as many as there are individuals involved. However, the plurality of factions means that loyalty is cheaply bought, and trust is easily lost. In this free-for-all of competing interest, there are two types of players. The first are the comprehensive squads, composed of dedicated combatants and support staff. The well-equipped fireteam and the guys on the other end of the radio. The second are more impressive, legendary individuals who have made a name for themselves by overcoming odds again and again, often on their own. Many in this war start off playing hero, stopping the bad guy, saving the day, protecting innocent lives. However, as they go on, they either lose sight of what they’re fighting for, or are deceived about the realities of their missions by those higher up, with their own agendas. After all, these are black ops, often off-the-books, unsanctioned and without oversight. Sometimes they are cover-ups, or get covered up, because heaven forbid the shady shit we get up to sees the light of day. And forget about having an attack of conscious, because if you’re not going to play the game, you better have a new backer lined up, or prepare to get burned.

77 62. Bump in the Night

“You know why horror-movie characters always get killed? Because they've never seen horror movies. They don't know how it works. Right? But we do. So no one go into the basement alone. No one go screaming off into the woods alone. No one has any sex.” ― Carrie Vaughn, Kitty's House of Horrors

 Evil Dead  Ancient Spirits  Revenants  Corruption  Dead By Daylight  Various Monster Types  Evil Empowering Force  Horror Movies  Various Baddies Target Teens  Generic!

Worldwide, there are about 10 open missing persons and 20 homicides per 100,000 people, each year. Of these, more than half either go unsolved, or feature details that baffle investigators. The truth behind these statistics is more chilling than the numbers themselves. There are monsters on Earth, often in the guise of men. They hunt, they kill, they slip back into the shadows. Though the specifics may vary, their methods fall into several easily-discernible categories. What we know is that, in most cases, slashers are either formerly living murderers, or figments of local . It’s not like the government is unaware of this phenomenon, but there’s not much they can do. By the time they’re aware of an active slasher, the situation has often already resolved itself – one way or another. Why not come clean and expose the situation? Fear that widespread knowledge would exacerbate the situation. Most victims directly knew, or knew of the slasher in question. Simply being aware of such existences seems to pose an existential threat – as evidenced by the unexplained high turnover rate of in-the-know agents and field operatives. There is Good, and there is Evil, and long have they been at war. Every man chooses, every day, with every action, which side he’s fighting for. It’s unfortunate that Evil has so many more champions than Good.

78 63. Run & Gun

“People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf.” ― George Orwell

“You can't talk about fucking in America, people say you're dirty. But if you talk about killing somebody, that's cool.” ― Richard Pryor

 80s Action Movies  Bang Bang  Modern Action Movies  Bang Bang  Black Lagoon  Bang Bang  Jormungand  Bang Bang

In contrast to what one might expect, mass media in this world drastically underplays most violent crime. There are murders and shootouts every day, leaving behind hundreds of wounded and dead, but most people are completely unaware. And it’s everywhere. Gun-runners, drug-dealers, terrorists, kidnappers, police firing two guns whilst jumping through windows. Despite the violence, most of it is tightly controlled, with collateral damage being limited to a minimum, and the coverage is often similarly small. That’s because there are rules to this sort of thing. Sure, the secret international assassination guild exists, but their presence prevents things from spilling out into the open. There may be a blood-sport death-cult that streams live snuff action over the dark web, but they pay their dues. The only possible exception is relatively new or small-scale gangs that haven’t yet learned why they should keep their head down. Because if they tick off enough people, they’re going to find that one in a thousand individual with the skills to make their lives hell, the sheer will to never stop – and now the motive – to take you down. They don’t even have to win, just do enough damage to an operation that smarter competitors smell the blood in the water. Despite the surprising number of psychopaths and badasses, that doesn’t change the rules of reality. If you shoot a car, or a block of C4, it’s not going to explode. Not every church has a basement full of guns. If enough bullets are flying, somebody is going to die, no matter how heroic or handsome they are. See Also: John Wick, Die Hard, Hot Fuzz, Guns Akimbo, Rambo, Shoot ‘Em Up

79 13.13. OchasenOchasen††

“Anger may in time change to gladness; vexation may be succeeded by content. But a kingdom that has once been destroyed can never come again into being; nor can the dead ever be brought back to life.” – Sun Tzu, The Art of War

An eternal empire, bereft of it’s emperor plunges into war. Drawn by the chaos and death, strange myths and legends emerge. The nature of conflict is changed by new technologies and magic. As the world changed, people learned to live together, but peace is still a dream. This world strongly resembles East Asia, in terms of history and culture. Grand empires that form, hold power, shatter, and reform. Animism, yokai, monks, and ronin. An obsession with honor and face, even at the cost of success. Following through with obligation no matter the opportunities. A tog-of-war between the spiritual world and mortal concerns. Tradition at war with new ways.

Honor’s Edge

The Emperor, made immortal by Golden Jade Tea, ruled for longer than man’s memory. When the fields burned, his immortality was lost, and chaos reigned in his stead. Peace and prosperity gave way to famine, pestilence, natural disasters, and war. Between the bandits and ronin, few places are safe.

Yokaigo

Huge armies have been whittled down, and now fighting gives way to innumerable fiefdoms. But the gates have been opened by spilled blood, and now gods and spirits walk the lands. Most are content to go about their business; some are downright malicious; few are benign. All are inhuman and eerie, in form and manner.

Theatre of War

These are exciting times. And this is not good. Cavalry charges and samurai duels have been replaced by magical ninja. The rare canon has given way to the omnipresent revolver. Magic is alive in this land, and blood mixed with that of kami and yokai. A new, less honorable war.

Religious Racket

Things have finally settled down. New advances in technology and society have ushered in a of prosperity. Bustling cities of concrete, fed by modern agriculture, buzzing with electricity, and inhabited by human and inhuman alike. There is still some strife, as both adjust to living together.

80 64. Honor’s Edge

“Begin by seizing something which your opponent holds dear; then he will be amenable to your will.” – Sun Tzu, The Art of War

 Rurouni Kenshin  War, Warriors  Impossible Skill, Strength, Swords  Samurai Deeper Kyo  Obtuse and Rare Magic  Slight Supernatural Powers  Basilisk  Bloodlines and Special Abilities  Ninja Villages

Less than a decade ago, the Immortal Emperor died. Now, a people soaked in blood tries to remember peace, to recover, and forget the ravages of war. However, swords that shed blood are not so easily sheathed, and the end of an era is rarely without difficulties. This is a time of power-hungry nobles, noble ronin, greedy bandits, murderous mercenaries, and political instability. All across the empire, countless local lords fought each other for control, and to settle half-forgotten grudges. Some areas have been strongly claimed, leaving the surviving inhabitants of ravaged cities and villages to rebuild in the aftermath. In other areas, the wars still continue. Mercenaries and conscripts flow like the tides across the land, further troubling the locals. The winners of smaller conflicts – often temporary – extract a high price in the form of taxes and conscripts, to prepare themselves against those who would, in turn, take the precarious position for themselves. Larger forces, like one of the three would-be emperors, in turn demand tribute from their vassals and allies, further impoverishing the countryside and cities alike. Honorable warriors, now sick of bloodshed and disillusioned with their former masters, often find they have no home to return to. Historians and philosophers find themselves put to the death for their writings. The strongest warriors find themselves troubled or blessed by a surfeit of potential employers. Legends like the ”100-man slayer”, and “the crimson-eyed devil” arose during the wars. Many claim to be such figures, taking advantage of a reputation they did not earn. There is magic in these lands, but it is subtle. You’ll find priests with uncanny insight, blacksmiths able to create unbreakable swords, and herbalists who can bring back the (mostly) dead. But most of the gifted one is likely to encounter are the warriors. Blessed with strength, speed, or tactical acumen far beyond what most mortals are capable of. These are the legendary figures that became the terror of the battlefields when war raged.

81 65. Yokaigo

“We cannot enter into alliances until we are acquainted with the designs of our neighbors.” ― Sun Tzu, The Art of War

 Mononokehime  Humans vs Spirits  Spirits are Kind of Necessary  Mushishi  Misunderstood, Often Invisible Creatures  Wise Men Can Use Spirits  Kamigawa  War Between and Among the Realms  Traitors on All Sides, Artifacts, Legends

The long peace ends with the opening of a gate to usher in a new age. A new war. But this time the conflict has a spiritual dimension. Although smaller beings had been creeping through the cracks for decades, now full-blown kami are stepping through to the mortal world. But humanity has not been idle. After the Immortal Emperor’s death, the world changed, and people began innovating, resulting in a terrible new weapon: the hand cannon. Beware both yokai trickery and human politics in these ever-shifting lands. Scented silks and carefully- applied cosmetics mirrors battlefield’s state within the Reformed Empire’s court. Although there is an uneasy peace, traitors and saboteurs seek to rekindle the flames of war for their own gain. The yokai themselves seem to have as many factions and motivations as the humans, although their somewhat alien thought-processes can make them difficult to understand. Some wish only to kill and devour humans, but others have obscure, almost nonsensical desires. One must remember that yokai are not quite flesh and blood, and their needs and drives are different. There are some experts who travel, attempting to make peace between the emerging yokai and the resident humans. There is also quite a lot of debate about whether they are entering our world or the two worlds are merging. Some of the yokai blame the humans for their presence, or claim contradictory things, like that the yokai inhabited the land first, and the humans are trespassing by inviting them in. For all their frightening appearance and reputation, yokai can be killed. It just takes a special weapon – or a not-so-special one, like a scrap-iron ball fired from a musket. Of course, to kill a god, even a small god, is no minor thing. Doing so could bring down a curse, or the wrath of other yokai. Or it might cow them into complying with the new mortal rulers’ wishes.

82 66. Theatre of War

“He who only sees the obvious, wins his battles with difficulty; he who looks below the surface of things, wins with ease” ― Sun Tzu, The Art of War

 Warriors Orochi  Weaboo Fightan Magic  Army-Destroying Warriors  Naruto  Combat Wizards, Bloodlines, and Demons  Hints of Technology   Flying Machines  Injured Gods  Inuyasha  Miasma, Demons, Shrine Maidens, Priests  Half-Bloods, Special Abilities

Strange things are appearing all over. Things like…. hair and eye colors, snapping buttons, concrete, flying machines, repeating hand cannons, bloodlines carrying the power of kami and yokai. These people have moved beyond the sword: and the dagger and bomb have arrived. Magic and technology have both blossomed in the past decades, and changed the way of the world. The convergence of bloodlines and powerful martial art legacies have given rise to ridiculous combatants capable of defeating armies. Radio, flying machines, and even basic mass production have gotten a foothold. Guns are deadlier than ever, revolvers taking the stage. Strangely, open warfare seems to have decreased. Most of the battles are proxy-wars involving hired ninja clans and private samurai forces, leaving the common people relatively unscathed. To destroy a village of civilians would deprive your enemy of a source of food, labor, and taxes – but wouldn’t it be better to claim it? That’s not to say there isn’t violence. There are battles that take place in shady alleys, in the deep forests, even entire clans of warriors exterminated. The difficulties of the past have only sharpened the survivors, and the remaining spirits are either too small or too large to concern oneself with. But some that hung on are injured, which has had disastrous effects on the world. Eternal drought has formed a new desert in previously lush lands, while natural disasters, sickness, and infertile regions appear sporadically.

83 67. Religious Racket

“It is easy to love your friend, but sometimes the hardest lesson to learn is to love your enemy.” – Sun Tzu, The Art of War

 Generic Mob   Protection Rackets  Touhou  Incidents, Problem Solvers, Tea Parties  Faith-Based Conflict

The supernatural has lost ground before the advance of technology, corralled and controlled in the growing metropolises of steel and glass. Starved for belief, many less savory yokai must rely on underhanded methods to make ends meet, or meet their end. They find common ground with those who live in the underbelly of society, where cunning and strength are respected – indeed, needed to survive. Yokai sustain themselves on the belief of humans – whether faith or fear. The yakuza are much the same, using their reputation for material gain. It was a match made in hell, as yakuza syndicates use yokai as enforcers, or even “sponsor” the worship of adopted gods. Some yokai, especially those less dependent on sustained belief, snap under the restrictions of modern society. Nobody throws a cucumber to the kappa behind the cash register, and eventually that kappa is going to get tired of pork and see how their ungrateful boss compares. There aren’t many capable of dealing with low-level incidents like that, as yokai can overpower most humans. There’s a more-than-mere-material element at play, which means those best suited are spiritual practitioners like monks or miko. Half-breeds are similarly capable, but assumed to be less dependable than their fully-human counterparts. Traditional investigators and SWAT forces make up the third part of the government task force that handles such crime. On the higher end of the scale, slumbering gods and representations of natural forces need to be regularly re-sealed, appeased, or frightened off. This is generally done in massive celebrations involving parades, dancing, singing, and a whole lot of ceremonial magic. Dealing with low-level offenses like assault and murder is generally seen as secondary to ensuring these events go off without a hitch. Not all gods sleep, though. And some natural disasters walk the streets. Although rare, a quick and forceful response is vital to preventing the trouble caused by regular gods and godlike beings from spiraling out of control. Before the formation of the modern government, such incidents often went down in history, as “the year the moon turned red” or “the night of 100 days”. It’s a point of pride that no incident has lasted longer than three days, since the formation of the Supernatural Task Force. See Also: Yokai Gurentai

84 14.14. QuasarQuasar StellariaStellaria

“Across the sea of space, the stars are other suns.” ― Carl Sagan

Countless worlds, glittering in the void, intricately connected. These are worlds within worlds, entire galaxies’ worth of adventure. Or at least a star system or two. Starships are the connecting thread here, and all the sci-fi speculation that comes with it. One of the major concepts that gets played with in various ways concerns the vast distances involved in space travel. In some settings, FTL makes for an interconnected web of systems, colonies, and stations. In other settings, all that space is a much larger barrier to trade and oversight. Obviously, the technologies and physics involved differ from setting to setting. Does it take a ship a day or a month to get from one star system to the next? What’s possible, medically speaking? Is there artificial intelligence? Anti-gravity? Cold fusion? Is this a post-scarcity setting? There might be metaphysics to consider – or the application of sufficiently advanced quantum bullshit to simulate magic. Alien cultures and points of view that might be from distant human cultures reconnecting, or actual aliens. Sometimes we’re the aliens. Sci-fi has always been known for posing philosophical questions. Personal identity, sex, race, species, religion, politics, and more are all fair game. The challenge is coming up with something completely out there and imagining that someone could actually try it out and make it work in a society. Then introducing a more familiar character to that society and seeing what happens. There might be tensions between species, or political groups, or religious orders. A jumper might find themselves in the middle of a war for a planet, or a system, or a station, or the victim of space pirates. In some settings, sentients might be forced into slavery at the barrel of a laser blaster. Even in a fully- automated gay communist space utopia, natural disasters and accidents can cause catastrophe. Even within one setting, there are a multitude of stories to explore based on where your characters are. If a story isn’t appealing, that can be solved by boarding a ship to the next planet, where everything could be very different. In short, if a person can come up with something interesting – a conflict, challenge, or adventure – they can fit it into a science fiction story. Take Robinson Crusoe and throw him onto an alien shore, and the story doesn’t change. The science fiction is just the backdrop and sometimes justification. Sure, some people might go gaga for spaceships (and they are cool), but it’s the adventure, exploration, and possibilities that those spaceships represent or make possible that should be the focus.

85 68. Free Space

“Thing to know about the Reaches....It’s always trying to kill you. Even the empty places between the stars." ― Amy J. Murphy, Rogues

“Apocalyptic explosions, dead reactors, terrorists, mass murder, death-slugs, and now a blindness plague. This is a terrible planet. We should not have come here.” ― James S.A. Corey, Cibola Burn

 Firefly  Wild West In Space  Oppressive Coreworld Federation  RimWorld  Colonies, Organ-Harvesting, Slavery, Piracy, Hostile Wildlife  Life is Cheap  Cowboy Bebop  Bounty Hunters  Space Trucker Noir

Life isn’t so tidy, out here on the rim. The central government only steps in to tell you what to do, or when they want something. Food and meds are scarce. Getting shot makes for a good day, long as you don’t die. There’s plenty of real characters out here, for one reason or another. Anarchists, entrepreneurs, rebels, religious fundamentalists, unrepentant criminals, psychopaths, and worse. Few of them care much for the way things are handled in the more “core” worlds. Ideas like civility, law, order, and justice are a bit more wiggly when the closest central ship is a few light-years out. That’s not to say there aren’t legitimate colonists and homesteaders out here, seeking to make a better life for themselves and their families. There is a lot of opportunity in the habitable worlds, terraformed centuries ago and waiting for humans to catch up. Life is difficult here, and the few remaining native species aren’t making it easier. Most are hardy, simple creatures with fast reproductive cycles and many offspring. Weeds and pests, basically. And plagues. Rumors abound of one colony that just went mad and descended into murderous cannibalism. There are also plenty of natural dangers: weak magnetic fields, unpredictable weather, wonky day-night or seasonal cycles. Bandits prowl the shipping lanes, and prey upon new or under-defended settlements. Food and medical shortages are near-constant. And the government isn’t any help. Everyone out here is on their own, basically. But then again, that’s how some people like it.

86 69. Star Kingdoms

“All interstellar empires rose and fell, ultimately, on their ability to deliver on this one simple, unexciting thing: logistics.” ― John Jackson Miller, A New Dawn

 Honorverse  Military Sci-Fi Spacebattles  Variety of Human Cultures  Legend of the Galactic Heroes  Autocracy vs Democracy, Pros and Cons of Ambition  Terran Supremacy Cult, Space Drugs  Elite Dangerous  Space Gig Economy  Alliance, Federation, Empire, & Hundreds of Small Factions

It’s the far future, and one might be surprised how little has changed. Hard sci-fi, harder realpolitik. Two great powers, and a multitude of smaller independent systems have emerged over the last 1500 years. Together, they form an ever-growing web of influence, power, and wealth that stretches between humanity’s distant systems. There are maybe a handful of sapient aliens to be found here, none of which are space-faring, most of which aren’t even sapient. Any mumbo-jumbo is extremely subtle and limited psionic powers. There aren’t that many augmented humans or advanced AI, since one fiasco after another has left a deep cultural taboo which prevents even the most foolhardy from pushing those boundaries. In fact, the only major developments seem to have been in mathematics, physics, and engineering. The minimum, it seems, for a species to become star-faring and terraform new planets. Impeller drives, ion thrusters, and gravitic generators allowed humans to travel the cosmos with increasing ease. But it also resulted in new weapons. Not even the vastness of space can prevent conflict. The long peace of expansion has come to an end, as the Empire and Federation both enter into a cold war. The Alliance of Independent Systems, largely ineffectual, mostly tries to stay out of the conflict and prevent either of the other two from becoming too powerful. Free States fly below the radar until they come to sit between two spheres of influence, or on useful hyperspace lanes. Due to the nature of shifting politics, territory, and economies, there is a great amount of instability for those who find themselves outside the core systems of larger factions. As the limited resources of nations go hither and thither to support the war effort, locals are often left in the lurch. To adapt, private contractors with small ships pick up the slack until a more official solution is implemented. But it doesn’t seem like the tensions are going to be lessening any time soon. If anything, all signs point towards a war brewing. What will be left in the aftermath is anyone’s guess.

87 70. Across the Sands, Thunder

“That was the trouble with explaining with words. If you explained with gunpowder, people listened.” ― Dean F. Wilson, Dustrunner

“Nothing spells trouble like two drunk cowboys with a rocket launcher.” ― C.J. Box, Cold Wind

 Dune  Desert Planet In (Religiously Motivated) Rebellion  Vague Psychic Powers, Religious Orders  Trigun  Desert (Western) Planet, Failed  Unlikely Biology/Enhancements  Homeworld: Deserts of Kharak  Desert Planet At (Religiously Motivated) War  Polar Enclaves, Forgotten History  Lost Planet  Extreme Temperatures  Hostile Native Flora/Fauna

A generation ship, filled with colonists fleeing religious persecution, makes an emergency stop when unanticipated failures make it impossible for them to reach their intended destination. Additional complications from the interacting magnetic fields of the binary star system and the planet result in a very rough landing on an unlikely desert planet. The shuttles that ferried evacuating passengers, as well as the main bulk of the ship, are quickly subsumed by the shifting sands. Lucky survivors manage to forge makeshift fabricated protections in the sand seas and blasted rocky wastes. Those less fortunate are left to trek to the polar regions, where the climate might sustain human life. Hundreds of years later, the descendants of these unlikely and resourceful people have managed to cave out a steady, if dangerous existence. They’ve uncovered vast reservoirs of underground water, a multitude of rich mineral veins, and even domesticable native life. Pilgrims, nomads, long-distance herders, bandits, and jihadists alike crawl across the inhospitable surface. The local life is just as unfriendly, in most cases. Most are small, and resemble something like a cross between a lizard and an insect. The exception are the massive sand-worms that burrow deep beneath the dunes. Even some Earth life has naturally adapted, or been gene-modded by heretic sects. The humans, even less inclined to change themselves in such a manner, struggle. Descendants of those who survived the journey now live in the more temperate polar cities, where life is almost abundant. Those who scratched out a living where they landed were either buried by the sands, or built glittering oasis cities beneath giant shade domes. Some travel between these places, trading necessities and luxuries. All of these people are preyed upon by bandits, extremist sects, and rival groups. Which is perhaps why the simple revolver has become so ubiquitous. But the lost technology of buried ships offers greater weapons of destruction, more prized than even their miraculous creative potential. The inhabitants here look towards the stars with worry, knowing only the ancient tales and warnings.

88 71. A Bold Peace

“We are humanitarian and chivalrous; we don't want to enslave other races, we simply want to bequeath them our values and take over their heritage in exchange. We think of ourselves as the Knights of the Holy Contact. This is another lie. We are only seeking Man. We have no need of other worlds. We need mirrors. (1970 English translation)” ― Stanisław Lem, Solaris

 Star Trek  Inclusive Federation  Near-Post-Scarcity  Mass Effect  Council of Races  Precursors  Stellaris  Many Races, Cultures  Many Factions, Philosophies

Diverse species banded together to form the Alliance Council to expel an external threat, and promote peace between themselves. But all great works are opposed, and do not come to pass without difficulty. There may be wonders and dangerous out there, but that doesn’t mean there’s nothing going on at home. When humanity entered the galactic stage, they had to play catch-up. It took nearly a century to escape the stigma of being a mere client state, and humans still are viewed somewhat patronizingly. The United Solar Union may have had a few advantages but securing independence weren’t easy. The semi-post- scarcity of the Federation made economic exploitation easy for the more technologically advanced alien races, while humans had to play catch-up and trade favors for technology. The general AI development ban prevented human production capacity from catching up. Despite setbacks, humanity has ascended in a meteoric fashion, sometimes helped and sometimes hindered by their militarism. Human black ops and criminal syndicates now operate on a much larger scale. Sure, they face some stiff competition from other races, but humans are fast learners. There are space pirates, sometimes violent politics, slavers, and other internal threats to members of the federation. If human criminals tell human authorities where they are, well, the criminals get to take over when they disappear, and the human military gets a boost to their reputation. Outside known space may not be any safer, but it can be more exciting for a certain kind of person. Exploring space phenomenon like wormholes, finding new life, making contact with new civilizations, and expanding the boundaries of knowledge and thought. Not to mention the chance of finding precursor ruins, the source of much advancement. These ruins gave many species the keys to faster-than-light travel, limited artificial intelligence, and the sort of quantum manipulation that often gets called “space magic”. Now anyone can subvert physics with psionic-enhancing technology, giving themselves empathy, telekinesis, or stranger, abilities. Those races that can do this without technological aid are at an advantage, obviously. But those same ruins often warn of an encroaching threat, terrible battles, and, well, it’s kind of eerie how none of those races are around anymore. If you hang around federation space long enough, or go adventuring in the wrong direction, you might find the cause. Swarms of assimilating mind controlling cyborgs.

89 72. Ad Vance

“You cannot swim for new horizons until you have courage to lose sight of the shore.” ― William Faulkner

 Destiny  Androids, Humans, Post-Humans, Floating Robot Helper  Pseudo-Magic, Guns, Swords  Various Hostile Aliens, Corruptive Force   Combat Suits  Exploring Exotic Locales  Evil Aliens, Corruption/Mutation  Warframe  Pseudo-Magical Abilities  Occasional Other Aliens  Rotting Clone Armies and Technological Horrors  Phantasy Star Online  Androids, Humans, Post-Humans, Floating Robot Helper  Not-Magic, Guns, Swords  Colony Efforts Stymied by Mutating Particles

In a distant star system, the Vance Orbital Ring Station has survived the collapse of the Terran empire. After the A.I. found a suitable system of garden worlds, space elevators were constructed, colonists were roused from cryo, and a surface colony was established. Over decades, population boomed across all three habitable planets. Then, disaster struck. Those planetside were slaughtered. Space elevators had to be decoupled to prevent the monsters from scaling them. Infection took root among the space stations that took on survivors. The Vance ring, unable to cut itself loose, went dark. Humans and their artificial relatives (biological and synthetic) must now fight back, not only for vengeance, and for answers, but to survive. The monsters that they face come in many forms; native and introduced lifeforms, twisted by some eldritch force that defies traditional understanding. Even the former colonists, long thought lost, have become one more enemy to cut down. As more was learned about the mutagenic process, the better equipped they were to survive encounters without adding to their foes’ numbers. Some brave souls take it upon themselves to attempt to reclaim the lost stations and colony outposts, wielding guns, swords, and quantum magic. They form into small parties capable of quick insertion and extraction. These rangers are almost always accompanied and aided by small drones that record data, collect samples, and gather resources. Decades after the catastrophe that almost put an end to them, a new generation is ready to push farther, to discover the true nature of the planets, the monsters, and their future. Whether they decide to stay or go, the Vance Ring must be reclaimed. Longer missions, with little chance of rescue, deeper into dangerous and unknown regions than ever before. Easier said than done.

90 73. Space Fantasy

“Always remember, your focus determines your reality.” ― George Lucas

 Robots, Monsters, Multitude of Sentients  Good vs Evil Space Wizards  Farscape  Many Species  Living Ships and Stars  Generic Space Opera  Many Races  Clarketech and Magic Powers

This is an old universe, with a history spanning tens of thousands of years. Cycles of republics coalescing out of anarchy, empires arising and strangling the galaxy, and anarchy returning as the empire falls. This has repeated itself dozens of times, sometimes on a small scale, sometimes for the entire galaxy. Across the hundreds of thousands of habitable worlds, there is a wide variety of alien life. Some is newly arrived to the galactic scene, others so old they have forgotten their own origins. Not just biological life, either, as droids are regularly used as slave labor, controls built-in as a matter-of-fact after one too many robot uprising. Despite the long history, this is not an especially safe place, especially in places distant from any central oversight. Warring banking cartels, entire races that make a living as slavers or slaves, pirates that prey on merchant vessels, bounty-hunter guilds with proof-of-death verification, deadly wildlife, and more. Even in the central worlds, politics can be rather literally cut-throat. Even the most hardened of killers, however, is wary of the space magi. Rumored to have a hundred powers, stronger and faster than any man, capable of dodging lasers, and reading minds. There is truth to many of these tales. Since long before the current state of things, these sects of mystics have been at war with one another, and even themselves at times. They have even played a role in many of the changes that have occurred in the galaxy, with ancient records speaking of empires of one faction or another. Clearly, for some, hokey religions and ancient weapons are a match for blasters. Despite all the wonder and grandeur of such a universe, things are surprisingly familiar. After so many millennia, people have found (and sometimes forgotten) the best way of doing things, and it’s reflected in the utilitarian and simple construction of most things. Anything that lasts, anyway. There are uncountable worlds here, offering countless opportunities. Ice worlds, jungle worlds, desert worlds, entire planets covered in cities, nearly empty sectors where nothing happens but farming to feed the teeming trillions elsewhere. Ancient ruins with dangerous and powerful relics – technological and sorcerous alike, smugglers dens filled with slaves and loot, hulking skeletons of gutted plasteel that fell from orbit – the only clue that a battle was fought here. So get yourself some credits, a fast ship with a trustworthy crew, maybe learn how to bend spacetime with your mind, and set out. Adventure, treasure, and hot space babes await. Maybe grab a spare chargepack for your blaster, because nobody said anything worth doing was safe.

91 15.15. RefugeRefuge inin thethe MundaneMundane††

“Even the most exotic excursions can become tedious through repetition.” ― Dean Koontz, Forever Odd

>combine modern world with fantasy >oil and water >clashing philosophies >magic vs technology >relationships, trust, companions >murderhobos

Comfy Modern Fantasy Life

Sometimes, two worlds are close enough that a bridge, or tunnel, can form between them – naturally, or with a little help. Stranded, stray, or desperate refugees are the result. They try to fit in best they can, and often end up relying on humans for help.

Ostian Empire Knocks

When an interdimensional empire backed by gods and magic knocks on your reality, you don’t get to choose whether or not to answer. Portals open, and a war between fantasy and the world begins. Monsters slip through, weapons of mass destruction gets thrown around, and things rarely go as planned.

High Caliber Fantasy

Those weapons of mass destruction really did a number on the place. The roaming hordes of monsters don’t help, either. Governments are too focused on securing the portals and guarding the large population centers, leaving rural areas to fend for themselves. Or hire people to protect them.

Fairy Punk

The mana levels have stabilized, the portals secured through treaties and trade agreements, and the monsters mostly purged. Research and development of magitech has led to a new renaissance for both worlds. A new era of peace. Sort of.

92 74. Comfy Modern Fantasy Life

“The magic had started to degrade, and Rosemary had slowly but surely become thoroughly, gruesomely human. And there were few things worse in this world than humans.” ― Krystal Sutherland, A Semi-Definitive List of Worst Nightmares

 Koboyashi’s Dragon Maid  Dragons and Mages  From Another World  Senko-San  All Myths Are Cute  More-Local Entities  Elf-San Wa Yaserarenai  Fantasy Immigrants  Struggle to Adapt  Generic  Familiar Setting  Fantasy and Mundane Intersection

Adjacent to this mundane world, there is another, more fantastical realm. That’s not where you’re going. Sometimes, beings can slip from one to another, where they face challenges they are not prepared for. Like public transportation, trans-fats, sales days, and a 9-to-5. These beings struggle to survive and keep a low profile in a world they are not best suited to survive. The portals are fickle. Some appear and disappear, never to be seen again. Others flicker dangerously, without any pattern. A few are stable enough to allow an enterprising person to travel back and forth, as long as they watch their back. After all, it wouldn’t do for an oppressive, militaristic trans-dimensional empire to discover this place. Those beings intelligent enough to figure out they’ve crossed between worlds quickly realize they must hide their true nature. For some, this is easy enough to do with a hat or some sun glasses. Others who are stranded here resort to wearing face masks and hoodies at all times. Less human-looking beings like harpies, , and lamia are forced into the wilderness. Unfortunately, there aren’t that many truly wild places left. Those that are powerful enough to fit in, either through disguise or magic, still face a bevy of challenges. Learning the language, securing living conditions, finding a source of income, navigating the social interactions needed to purchase what they need – no wonder so many end up at the mercy of some human. Even those that overcome these challenges are forced to contend with an unhealthy diet, lack of exercise, and omnipresent pollution. Perhaps most dangerously, this is a world with low mana, which means that powerful beings will be slow to heal, their powers replenish at a trickle, and they’ll be unable to protect themselves or act with impunity. Some of the most powerful beings may even die from mana depletion. Those with faith may only have sporadic protection, and should they die, their souls may be consigned to oblivion. Luckily, most humans in this world have a kind heart. Lacking reasons not to, their first instinct is to help.

93 75. The Ostian Empire Knocks

“Great empires are not maintained by timidity.” ― Tacitus

“One ignored the mundane at one’s peril.” ― John Connolly, A Game of Ghosts

 Gate: Thus the JSDF was Wanked  Trans-Dimensional Imperialism  Violent Fantasy Incursion  Rome  Decadent, Slave-Dependent Empire  Corruption and Intrigue  MTG – Theros  City-States, Heroes, Monsters  Variety of Active Gods

Rome fell quickly, a total blackout that left everyone bewildered. Outside Kiev, a magical legion established a foothold and started constructing a fortress of conjured stone. Hours later, Ffawyddog, Wales was occupied. Dozens of portals formed. Frenzied dragons, legions of warrior-slaves, knights in enchanted armor, priests blessed by actual gods, and even wizards poured out. They claimed the lands in the name of their mighty empire. Soon, more gates opened. Some temporary, some permanent. They thought because we had no magic, they could run roughshod over us. Artillery rained down from on high, fighter jets tore through packs of harpies, infantry mobilized to retake city centers. This retribution did not go unanswered, and escalation occurred. This is not the first time the Empire has faced opposition. Just because they don’t have guns doesn’t mean we didn’t have to worry. Just because our foe wears plate mail and believes in gods and magic does not make them weak, or stupid. Thus would begin the Portal Wars, the only recorded instance of soldiers in lorica fighting those armed with machine guns – and sometimes winning. A conflict in which gods would get involved through their priests, avatars, or even directly, and still fail to win the day. But there are more than two sides to this conflict. The portals and mana differentials will destabilize reality, causing great catastrophes, unintended displacements, and releasing countless monsters. These monsters, unlike the tamed warbeasts of the Empire, will happily attack both sides, or flee battlefields, into the cities or wilderness. Although they call themselves the Empire, the different city-states worship different gods, and have different ways of waging war. Even still, they are more united than Earth forces, who covet the military abilities showcased, and seek to colonize the lands beyond the portal. They will hamstring each other, and in their greed, confusion, and desperation make mistakes the Empire will quickly capitalize on. Eventually, the Portal War will lead to many discoveries, cultural exchanges, and make many worlds safer and more prosperous. But before the peace, there must be war. You arrive in such a setting several months before the first imperial portal opens.

94 76. High Caliber Fantasy

“Who else is going to do this job? What do you think that classified ad would read like? 'Dangerous job fighting otherworldly beings, no pay, fame or glory. Death possible. Slobber likely. Injuries always.” ― Jaime Rush, Beyond the Darkness

 Reign of Fire  Heavily Reduced Population  Wandering Monster Threats  Traveling Mercenaries  Generic PMC (if it ever gets released)  Soldiers of Fortune  Fantasy Toggle  Generic!

The Portal War is over, and it’s hard to tell who won. Large regions of both worlds have been devastated by chemical, biological, nuclear, or magical attacks. There are still some wild dragons wreaking havoc on Earth, along with many less-than-friendly monsters that snuck through from other planes. During the war, many people died who were not involved in the fighting directly. Mana storms, monster incursions, and deliberate strikes against population centers winnowed down the human population on Earth. Now, the remaining cities are strongly defended, while rural areas are left to their own devices. The crippling of the supply chain and global communications has led to the readoption of more primitive technologies. Horses are once again a common means of getting from place to place. Manual labor has replaced many automated, industrialized, or mechanized tasks. Soviet-era rifles and ammunition is suddenly in much higher demand. Guns are more widely carried, as monsters and bandits lurk around the wilderness, and are drawn towards rural communities. Sure, the larger populations might draw most of the larger swarms, or more dangerous entities, but they have military support. Rural areas have to make do with what they have. There aren’t just monsters out there, though. Bandits, both home-grown, and deserters from the other world, prey on convoys and lone travelers. Many people have some lingering resentment over the war, and the destruction the Empire caused. Many non-human races are discriminated against, even if they were just as much victims of the Empire’s cruelty as anyone from our world. Those seeking to immigrate to this Earth for research or business opportunities often acquire local protection and guides. Those with the know-how, and no desire to return to the Empire, sometimes pick up weapons in defense of their new home. It’s not unusual to see a harpy with a kalashnikov, or a dark elf with an SMG. The less said about how quickly dwarves fell in love with the gun, the better. Together with local boys and gals, they play an important role in keeping people with few other options safe. See Also: /k/’s Fantasy Apocalypse

95 77. Fairy Punk

“When a Dragon, an Elf, and a Human walk into a bar, the Human is always going to be the line.” ― Bryan Fields, Dragon's Luck: The Dragonbound Chronicles

 Artemis Fowl  Humans Lose Technological Edge  Supernatural Beings Have Magical Advantage   Violent Corporate Espionage  Blending of Magic and Technology  Fantasy Races, Sci-Fi Setting  GURPS Technomancer  Lingering Catastrophic Effects  Fantasy Races, Curses, Magic  Generic Cyberpunk (WIP, Worm)  Generic!

After the mana levels equalized, and the portals collapsed, the world was nearly indistinguishable from its former self. Coastlines changed in the great displacement, mana determined biomes more than climate, and humans were no longer the sole dominant race. After decades of concerted effort, the mysteries of mana have finally been cracked. Sort of. Magitech is now a booming business, supported by dungeon zone leylines, dwarven runesmiths, and elvish enchanters. Combined with human science from before the invasion, many recognizable conveniences have been recreated. Many new innovations have been made possible through the use of complex artificial spirits, and intent-based will-responsive magics. A fantastic techno-dystopia has spring from the ashes and the dust. within a rainy, neon-lit jungle of concrete and corporate backstabbing. There’s just more to watch out for. Like troll hacker-wizards, mohawked goblins, and pixie street samurai. The internet, now the aetherweb, stretches not just across continents, but between worlds, as scrying orbs have been repurposed into signal repeaters. Computer glitches are just as likely to be caused by an infestation of angry ghosts as more digital virii. The first enclaves that formed during the Ostian invasion have maintained their supremacy – for the most part. But new metropolises are rising, seemingly overnight. Dungeon towns that sprung up to house adventurer parties and defense forces have become centers of industry. So close to the mana wells, they can draw on an effectively limitless pool of energy. This has led to a brain drain that has quickly seen the growth of the largest new civilization centers stalled, as city planners learned to build around the twisted areas of dungeon-space. Now the overflowing mana is converted into more mundane electricity, distributed directly through huge lead-coated pipes, or used locally in the creation of magitech.

96 16.16. SilverSilver BulletsBullets††

“Monsters shape the world. Monsters force us to become stronger, smarter, better. They sift the weak from the strong and provide a forge for the steeling of souls. Even as we curse monsters, we admire them. Seek to become them, in some ways." ― Jim Butcher,

“We took the path that led others nowhere and only we saw the light at the end of the tunnel. They warned us about the monsters we would encounter, the odds that we would meet. And they laughed when we got the scars while fighting the dragons on our way. When we came back out of the tunnel, holding the sword that they always craved for tightly in our hand. Bleeding and the sun shining on our face. We became the tales they wanted to be. We became the reflections of what they always wanted to see themselves through. We became the warriors they had always imagined of.” ― Akshay Vasu

Mankind has long faced monsters from the darkness. They hunt, and kill, and slip away again. Remind us of our mortality. But sometimes we remind them that they too, can bleed. Mankind’s assets are teamwork and technology, and the teamwork is sometimes iffy. But some people see the need to improve, developing tactics and technology to combat a monstrous threat. They create organizations, share information and resources.

The Swiftly Rising Night

In tiny hamlets off the major roads, in the twisting alleys of crowded cities, in the ruins of ancient castles – they lie in wait, twisted and deadly reminders of how close humanity dwells to the shadow of damnation. They’ve become so undeniable that even the Crown has put out a call for monster hunters.

Dust and Nightmares

New opportunities in new lands. That was the promise. They never said anything about the monsters. Stirred up by those iron tracks they’re putting down, drawn in by all that cattle moving back and forth, now that the buffalo is gone. And nobody’s gonna listen to some indian about sacred land, and angry spirits.

Extranormal Forces

Some deny that monsters exist, claiming the Bureau is government boondoggle. And bureaucrats are especially susceptible to corruption. That’s why independent specialists exist. Tools improve, stakes rise, and threats grow. Preventing the end of the world has become a full time job. With benefits.

To War With Hell

That guy with the sign at the corner was right. The end of the world is upon us. Raining fire, seas turned to blood, plagues and famine. Demons and eldritch things popping up everywhere. The whole nine yards. Didn’t see any angels or hear any trumpets, though. Whether or not this is the end, we go down swinging.

97 78. The Swiftly Rising Night

“But I find it necessary to repeat in this particular place that the division into classes, which is so salient a part of modern , had, and has, little significance for primitive man or for the peasant in a comparatively low state of mental development. To such people, spirits of all kinds – , the ghosts of the dead, and even witches and water-kelpies – are all creatures of the supernatural class between which he scarcely differentiates.” ― Lewis Spence, British Fairy Origins

 Van Hellsing  Monster with Human Faces  Inventions  Penny Dreadful  All Victorian Monsters Are Realistic  Occult Affairs Almost Always End Poorly   Eldritch Horror and Monsters in Abandoned Places  Adventurers, Fools, Zealots, and Madmen

It’s the late 1700s, and the forests of Europe are dwindling. And all the things that used to make their home in the dark and lonely places are coming out. Other monsters, hidden among society, are becoming bolder, as the clout of the faithful wane in an age of enlightenment. They are not unopposed, however. The crown has taken note of these attacks, and is not amused. The position of royal witch-finder is quietly reinstated. Men set out, armed with knowledge from the church, to find these monsters and destroy them. Equipped with leather armor, miracles of engineering and natural philosophy, and trained to fight, they set out. Investigating the strange happenings, mysterious deaths, and eerie events that seem to happen everywhere. What they find is old ruins and local legends, fairy mounds disturbed, sacred woods cut down, and monsters that return to human when they are killed. Possessed men and women that wreak havoc, but leave no evidence of the supernatural after their death. Very rarely, they’ll find some curious malformed thing that eats goats and sheep, or a pale and twisted thing that lives in the town well. When these brave men find something more, stumbling on ancient plots and real monsters, they often don’t return. They venture into crypts of vampires, and do not emerge. They find a library in a ruin, and decide to stay there, descending into the same madness that brought the former inhabitants low. Some, however, are successful. They bring back evidence of the things that lurk. They report what worked, and what did not. They become notorious either as heroes or liars. Often they go missing shortly after, perhaps continuing their work in secret, or killed by some conspiracy. Other heroes, not sponsored by church or crown, are hired by private individuals to secure their safety, satisfy their curiosity, or reclaim some lost inheritance. They delve into ruins and woods and caves, chasing rumors and legends, kidnapped victims, redemption, the promise of gold, or answers. See Also: The VVitch

98 79. Dust and Nightmares

“I was the hunter when the world was dark. When you could smell the men, the food, the unwashed bodies for miles. There was no challenge to finding them, alone in a wood, hunting their own quarry. Their flesh and sweat teasing our nostrils in the dusk. They were easy prey.” ― Laura Diaz de Arce, Monstrosity

 Red Dead Redemption/Undead Nightmare  Rootin’, Tootin’, Six Gun Shootin’  Undead, Other Supernatural  Dread Nation  Civil War Risen Dead  Colorful Characters  WeirdWildWest  Generic!  Generic Western  Generic!

It’s the 1850s, and West of the Mississippi is a land of tall-tales and possibility. Maybe it’s the curse laid down during the Indian Wars, or all those fellas who died during the civil war, but things are a bit queer. Expect a few goat-suckers, a jackalope or two, and a whole lot of undead soldier. However, Samuel Colt had his way, and men are no longer such easy prey. With a six gun in hand, there’s not a lot a man can’t make bleed. Killing might be a different matter for a lot of beasties, but some hot lead is often enough to convince something to move along. One of those things that won’t be deterred by some new holes is the risen dead. Civil war soldiers, pilgrims, cowboys, and indians have been popping up from battlefields and massacred towns in large numbers. And they only go down if the head, or sometimes heart, is destroyed or removed. They’re not very fast, but they’re more clever, tougher, and stronger than they look. Some enterprising individuals have decided to set up shop and study all the weirdness happening out west. Somebody even hooked up some zombies to a giant wheel to pump water. ‘Course, as they experiment and investigate, things inevitably goes wrong, and somebody has to put things right. Some people think “putting things right” means proselytizing and missionary work. They’ll move in, tell the indians all about Christ, and then go do something stupid like build a church on a burial mound or drink from a sacred spring. Then they have worse problems to worry about than getting a few arrows lodged in them. In light of all these terrible messes popping up,and seeing how it’s impacting the completion of the transcontinental railroad and disrupting cattle herds and such, the government has decided to step in. Because that always works so well. Now there’s a Bureau of Supernatural Affairs, operating ostensibly under the US Marshals, but with quite a few broad powers. And they all have shiny revolvers.

99 80. Extranormal Forces

“A monster that refused, sometimes, to behave like a monster. When a monster stopped behaving like a monster, did it stop being a monster? Did it become something else?” ― Kristin Cashore, Graceling

“But, with time, one has encountered many of the monsters, and one is increasingly less terrified of those still to be met.” ― Kay Redfield Jamison, An Unquiet Mind: A Memoir of Moods and Madness

 F.E.A.R.  Dedicated Paranormal Research and Response  Military and Corporate Supernatural Meddling  Hellboy  Government Agency  Not All Monsters are Monstrous  GURPS Monster Hunter  Variety of Motivations  Sort of Generic!  Constantine  Demonic Possession  Prophecies and Seals

It’s the turn of the millennium, and the world continues to turn. The existence of the supernatural is now established fact. Even if most people don’t know anything other than to call the government number when they see a ghost in a graveyard, a witch in the woods, or their dog gets stolen by the vampires in living in the abandoned mine outside of town. These events are so rare, however, that there are conspiracy theorists who think it’s all made up so the government can hide where the money really goes. Indeed, the government task force is a bit of a boondoggle. They’re often under-trained, under-equipped, and under-staffed. The private contractors snap up all the good operators, have the best supernatural experts on speed-dial, and thanks to that law they got passed in the 70s, they even have supernatural entities working directly for them, more often than not. Some practitioners, and beings that might be traditionally considered “monsters” are either hired or enslaved, but are still seen as dangerous freaks for the most part. The government can’t be seen employing the enemy! It’s no wonder that companies often turn to the private field – they get results. Technology and tactics are developed through trial and error in the field. Dedicated research and comprehensive records. Companies often even pay each other for sanitized mission records and lab results, which the government is prohibited from making public. Almost like somebody is trying to hamstring the largest military on Earth. Anyway, it’s been about two thousand years since the supposed birth and death of Christ – or maybe that ancient Aztec calendar was right. Either way, things seem to be acting up. More and more monsters appearing, more demonic entities detected, more eerie shit and prophecies from seers. It’s a bit ominous and unsettling, even for the badass ex-military paranormal PMCs who go chupacraba hunting for fun.

100 81. To War With Hell

“And even if the world lies in ruin [..] I'll carry on killing monsters in the ruins of this world until some monster kills me. That is my fate, my reason, my life and my attitude to the world. And it is not what I chose. It was chosen for me.” ― Andrzej Sapkowski, Krew Elfów

 Doom  Demons, Undead, Portals to Hell  High-Tech Demon-Busting  Hellgate: London  Hell Comes to Earth, Also Eldritch Entities, Undead  Various Factions Band Together to Fight

It’s about half a century later, and one of those prophecies about the end of the world must have been true. The afterlife, or something very like it, is real. And it’s not the good place. Perhaps the collective unconscious of the human race, the source or result of all human suffering. Whatever, that was discovered years ago. What’s new is that now that place of fire, darkness, madness, and suffering infringes upon the material world. And there are doors between there and here. And the things in there want to make this world another home. So there are hell demons, marauding around London. Anything dead seems to be reanimating spontaneously. Weirder, more eldritch things are making an appearance, and what works to drive off or kill the others things is less effective against them. Mankind is besieged by spectral, infernal, and spiritual enemies. Things for which we have no name, and no mythos to refer to for answers. But as sudden as the invasion might have been, it was foreseen. The Templars, among other groups, have long been preparing for what they called the final battle. Extensive underground fortress monasteries, converted subway tunnels, armories beneath every cathedral in the world. Holy soldiers, clad in blessed plate, and wielding the best weapons mankind has ever crafted. They may not be enough. Every second the gates are open to hell – and other places – the world is irrevocably corrupted. Even if all the demons were killed today, the infernal essence would taint the soil and air for generations. The spectral ichor of every tentacled horror slain opens the door for new horrors. With so many killed in the initial days, it’s not sure the barriers of life and death can ever be repaired. Still, what choice does humanity have? They must fight, or admit destruction. Even in the face of Armageddon, mankind struggles. They struggle to survive, to kill the greatest enemy, to close the portals, and save the world.

101 17.17. TheThe LongLong WarWar††

“There is no instance of a nation benefiting from prolonged warfare.” ― Sun Tzu, The Art of War

Man is the facilitator of the ultimate expression of violence: war. Other creatures may fight, even take part in battles between one another. But only mankind has made an art of conflict. Only one species wages war. Certainly, we seem to have made the killing of our own species something of a goal. Technology and society have advanced, changing war for the worst. This world focuses on the different ways violence can be committed, as a conflict spirals out of control and never seems to end. Technology may change, attitudes may change, but the sides stay the same, and mankind continues to march to an eternal battledrum.

Amid the Tumult

The Great War began in 1910, and has been fought, on-and-off, for the past 20 years. As a five year ceasefire ends without a diplomatic resolution, the two great alliances eye each other once again. Searching for weakness. Weighing the pros and cons of starting up the meat grinder again.

An Evolution of Conflict

The tools of war have allowed us, perhaps to reach beyond our grasp. Spider-legged tanks with laser canons, jet-packs, rumors of cloning vats and psychic programs. War is certainly changing. One never knows what might make an appearance on the battlefield.

War in Heaven

Both sides in the conflict, starving for resources and a strategic edge, have decided to seize the highest ground there is: space. Unfortunately, rather than a decisive end to a century-long war, this has only spread the conflict to the rest of the solar system.

Titanomachy

Colonies have decided to break ties, switch sides, even declare for neutrality – an insane proposition. Now there are countless factions – which larger groups seek to exploit, conquer, or destroy. Massive titans, legions of armored infantry, and swarms of space fighters enter the scene.

Bitter Means to Bitter Ends

The constant fighting has exhausted the human race. Millions ran to escape the violence, forming far- distant colonies, some even coming into contact with aliens. Some now return, changed. In the former empires ground into the ground, those that stayed behind continue the fight in ruined city-worlds.

102 82. Amid the Tumult

“I am young, I am twenty years old; yet I know nothing of life but despair, death, fear, and fatuous superficiality cast over an abyss of sorrow. I see how peoples are set against one another, and in silence, unknowingly, foolishly, obediently, innocently slay one another.” ― Erich Maria Remarque, All Quiet on the Western Front

 Inglourius Basterds  Western Front  Natzis  Red Orchestra  Eastern Front  Commies  Generation Kill  Timeless Military Antics  A Band of Dysfunctional Brothers  WW2 (WIP)  Generic!

It’s 1920, and a generation of young men are suffering the horrors of trench warfare. Artillery pounds the trenches at all hours of the day. Planes roar overhead, and nobody can tell through the choking gases whether they’re friend or foe. Disease is killing just as many soldiers as bullets and shrapnel. This decade- long torture isn’t the war they were promised, but it’s the one they’re stuck in. New tanks, planes, mobile artillery, and naval forces are making their debut, promising a faster end to the war. Some say that machine guns and other developments take all the honor out of war. How can a man kill another with the pull of a trigger from 500 yards away and not feel removed from the violence? But any new the technology or tactic is useless in the hands of inflexible hidebound commanders that were raised on classical infantry and cavalry theory. They dispatch orders from the rear, ordering one useless charge across the blood-soaked hell after another. And it’s the infantry that dies, slogging through corpse-strewn mud. These young men are fighting over land, after one country invaded another. They had a treaty or agreement with one of those countries, and so now an entire generation gets to defend the honor of an ally. There might be some grumbling that they’re fighting on the wrong side, or that they shouldn’t be 2000 miles from home, killing folks shipped in from just as far away. Many hope this will be the last foreign war. Unfortunately, this is just the last plausibly moral war. Even though the casus belli is legitimate, that doesn’t mean is upheld. Prisoners of war are tortured or executed, surrendering civilians made examples of, cities deliberately targeted. Soldiers who have lived through the nightmares of the front lines inflict the horror on those that brought them to this forsaken place. Despite the darkness, there is still light. Small moments of levity, hysterical laughter to ward off the dread that permeates every day. Everyone is hoping for peace, after all. So it’s a shocking breach when the Christmas truce – the only day of the year that saw the two sides mingle face-to-face, instead of from behind a gun – is broken. And so the war resumes, more brutal and unforgiving than ever, and the promise of peace is lost in the hearts of men.

103 83. An Evolution of Conflict

“You ask, what is our aim? I can answer in one word. It is victory, victory at all costs, victory in spite of all terror, victory, however long and hard the road may be; for without victory, there is no survival.” ― Winston Churchill

 G.I. Joe  Small Squads of Well-Equipped Soldiers  Patriotism and Propoganda  Red Alert  Same Enemies, New Weapons  Super-Technology   Weapons to Change the Nature of War  Genetic Manipulation  Wolfenstein  More Nazis  Unlikely Weapons

Not content with the methods of dealing death at their disposal, the powers of the world have reached beyond their grasp to create new ways of waging war against one another. New machines. New humans. And they’ve found out how to keep the wars going, too. It seems like at least twice a decade, every nation participates or is the unfortunate host of some revolution, peace-keeping operation, civil war, or revolution. And it seems like one of the major powers is always involved, usually in a military capacity. They always make sure to propagandize things to their citizens, to keep them eager for the next conflict. They wouldn’t want their own populace to become dissatisfied with the state of affairs, and thus the target of pacification. In reality, there are economic, political, and game theory motivations behind the decisions of the major powers. It benefits them to keep certain parts of the world under constant conflict. Keeps certain prices down, and markets open. Reduces the surplus population, and ensures there’s always a handy political puppet on hand. With all the money being earned and spent, keeping the world at war, there’s been a weapons research bonanza. Everything from basic research to advanced engineering applications have pushed development farther and faster than ever before. With no cold war and no space race, the public’s imagination was instead captured by laser tanks, missile-spewing APCs, and VTOL fighter jets. Even ”forbidden” areas of science, such as human cloning and mental manipulation, are the subject of experimentation. By now, people are desensitized to wars happening, as long as they don’t occur at home. One could even say the idea of being the world police is glorified. In this case, every major power goes to great effort to portray themselves as such to their people. To make them believe their military adventurism is not only morally justified, but heroic, and necessary. It has been said that war never changes. This is only true in some ways. This commercialization of war – an eternally marketed and deliberate war – might be something new.

104 84. War in Heaven

“Any Earth Alliance military personnel who, whether through affirmative acts or by inaction, assist these seditionists are guilty of treason and will be held accountable. To all present military personnel: you have five minutes to respond accordingly.” ― G.S. Jennsen, Apogee

 Killzone  Bitter Enemies  Planetary Colonization Goes Bad  Red Faction  Interplanetary Colonial Oppression  Uprisings and Guerrilla Warfare  Call of Duty – Infinite Warfare  Disenfranchised Space Colonies  Interplanetary Special Ops

After centuries of war on Earth, the back-and-forth of competing hegemons has finally ended. However, this has left quite a few people unhappy with how things have turned out, and the planet has suffered just as much as the people. And so mankind begins to look towards the skies. The constant wars have left the Earth’s natural resources stretched thin. The deployment of super- weapons has left the biosphere teetering on the precipice of oblivion. Without the constant casualties, the population is skyrocketing, and manufacturing cannot keep up with demand without irreparable pollution. The solution, of course, is to send the defeated away, to toil on other planets for the profit of the victors. If there’s no more readily accessible iron or iridium on Earth, they will seek it from Mars, from asteroids, from Venus. If a factory would release some toxin, then building on one of these colonies would solve the problem. The constant conflict led to technological marvels, practice designing megastructures, and a lot of experience with rapid rebuilding. This has made the construction of a space elevator much easier than one might think. Now space is much closer, and economically viable. And so the solar system was colonized. Not for scientific or idealistic reasons, but for economic ones. There are political reasons too, sending prisoners of war and the disaffected to toil in the mines and factories provides a cheap source of labor. OSHA and the EPA don’t operate in space, either, which is a major boon to the corporations. Exploited and oppressed, some colonies have struggled to achieve independence. But if there’s one thing the governments of Earth have experience with, it’s putting down revolutions. Some colonies might have freed themselves, but they have to know that an answer is coming. They might have the high ground, but the colonies lack the sheer manufacturing and manpower that would allow them to wage war on their oppressors. Unless, that is, they start freeing other colonies. And so the wars begin anew.

105 85. Titanomachy

“Two things I don’t lie about; giant robots and sex.” ― Chris Kennedy, Alabaster Noon

 Armored Core  Fighting Modular Robots  Mercenaries and Merc Companies  Titanfall  Small Mechs  Bevy of Inhabitable Worlds  Battletech  Mech Warrior Culture  Space Nobility

The colonies are finally reunited, and the Solar System is at peace. Mankind has even expanded beyond it, to the nearest star systems. Long ago, generation and cryo ships traveled there, after the conditions for life were found, terraforming probes were launched, and the hopeful volunteers enlisted. Now those ships have landed, and tensions arise about just who controls these distant planets. Apparently not having learned from the past, this is another war in heaven. This one, however, is on a larger scale, and Earth itself is no longer as important as the political groups that encompass it. Dynasties have arisen among the stars, and new grudges and alliances are forming. This is a conflict fought over not just colony worlds and their production capacity, but for the original technology developed there. For the population resources they provide. For the trade routes these worlds make profitable and possible. This isn’t a new war, exactly. If anything, it resembles the medieval squabbles, but fought with weapons that seize the imagination. There’s just as much politicking as those ancient days, too. Just on a much larger scale. Betrayals of entire planets. Marriage allegiances that tie together entire star systems. Routes and military blunders that might see fewer dead levied peasants, but more lost in terms of capital, resources, and collateral damage. A new kind of soldier is arising – a new kind of knight, with armor taller than a building, and a population dedicated to maintaining their martial strength. A warrior-nobility concerned with honor and valor that forms a neo-feudalism among the stars. There are also mercenary companies that live out of interstellar transport ships, traveling from battle to battle with their giant robots and family. These people have lost sight of the social progress that space promised. The chance at being free and living in peace has been discarded, in favor of celebrating the military achievement of famous pilots, nobles that ride into battle in a multi-ton war machine, and famous mercenary commanders who lead their men into battle after battle from the front lines.

106 86. Bitter Means to Bitter Ends

“No one won the last war, and no one will win the next war.” ― Eleanor Roosevelt

 Gone With The Blastwave  Eternal War With Forgotten Objectives  Lifeless Wasteland of a Ruined City  Infinity  Post-Humans  Many Factions  Generic Post Apocalypse  Broken Society  Mutations

Thousands of years have passed The squabbles that tore the systems apart have come to a close, and not through peace. Massive weapons have destroyed much of the interstellar travel infrastructure. Humanity’s disparate factions are crippled, cut off from larger hyperlanes, and slowly stagnating as knowledge is lost. But the violence the wars inspired continues, in the ruins of a prize nobody could claim in the end. The broken worlds that once housed massive populations, or enormous manufacturing capacity, have been ruined by centuries of fighting. Stellar empires, now no more than dust, have ravaged hundreds of worlds with nuclear fire, mutagens, and other weapons of which we can scarcely dream. Advanced technology sits unused, buried in the rubble of ancient wars. Those half-remembered wars continue, factions fighting for control of a blasted wasteland. Only distinguished from one another by half- remembered heraldry of fallen empires. Brawling with one another for power stations, water purification plants, and defunct factories, because that’s what they know how to do. Far from the conflicts that plagued the inner systems, some of mankind has changed – but have not more peaceful. Countless refugees chose to fled into the dark, unexplored stars far from humanity’s senseless war. Now they return. Some are clearly human, others transhumans captained by artificial intelligences. Others are so changed as to be unrecognizable. Human minds uploaded into monstrous machines. Twisted flesh that no longer resembles anything that was born on ancient Earth. As they appear, some wonder if they are under attack by aliens. They all see a chance to fulfill some ancient goal – to seize their homelands, to enact peace, to destroy some ancient enemy. Their goals are myriad, and their technologies are much different from the remnants that remain after centuries of senseless degradation. The only saving grace for any is that they all have new foes to fight against. And so the war continues. Without the possibility of a victor, or an end.

107 18.18. VisionsVisions ofof DystopiaDystopia

dystopia (countable and uncountable, plural dystopia or ) 1. A vision of a future that is a corrupted (usually beyond recognition) utopian society. 2. A miserable, dysfunctional state or society that has a very poor standard of living. 3. (pathology) Anatomical tissue that is not found in its usual place.

These are Earth-like worlds, but unlike others, one should hope they don’t feel at home here. These are worlds where things have gone disastrously wrong, and not because of some vaguery of fate or chance occurrence. No, these worlds feature societies of humans which have, for one reason or another, seen fit to create their own hell. Prepare to be an outsider in the crowd. These are people with very different views on what is an acceptable level of government oversight. Freedom is a foreign ideal or a forgotten concept. At worst, liberty is equated to evil. Someone with a broad mind, widely traveled, and with a wealth of experience can expect to find themselves chafing under the restrictive nature of these places. Should one find themselves in such a world, they might find it worthwhile to wonder how things came to be this way. Is the state of things self-sustaining, or imposed? What keeps the people in line, and what brought them to the line in the first place? There might be benefits to the way things are done here that are not obvious if one immediately jumps to dismantling the system. If generations have lived and died in this way, is there something to be learned? If the society is dysfunctional, why hasn’t it been replaced? Whether a single person can change the course of history shall be taken for granted, in the case of a jumper. Instead, it becomes a question of practicalities. If a jumper finds themselves in this place early into their journeys, they may find themselves struggling to adapt and survive, rather than inflict their brand of idealism on the locals. There are philosophical questions and implications that might not matter so much, like the responsibility of the person who returns to the cave. Is freedom of thought and action worth the suffering of opening a person’s eyes to the truth? An entire society? What if they don’t want to be free? The moral quandary of deciding the fate of others is not a new one. In this instance, the greater problem may be setting free a people who are unprepared for freedom. A jumper who is gone cannot ensure those they saved remain so. Perhaps it is worth it to try, regardless.

108 87. Milquetoast Anarchy

“The trouble with paternalists is that they want to make impossibly profound changes, and they choose impossibly superficial means for doing so.” ― Jane Jacobs, The Death and Life of Great American Cities

 Demolition Man  Freedom vs Safety  Walled City in a Wasteland  Meat Popsicles  Wall-E  Pampered Humans  AI Management  Dredd  Judge, Jury, Executioner  Iso Cubes  Transmetropolitan  Decadence and Apathy  Casual Violence

Outside the walls, there is an intensely inhospitable ecological disaster zone. There may be people living out there, but they are mutants, bandits, cannibals, and criminal scum. The rest of mankind lives within the enclaves of hyper-advanced technology known as the Megacity. A relatively small and over-populated oasis. Peace and prosperity is ensured through the Algorithm, and enforced by fanatical Lawmen. Everything is provided to the Megacity citizens. Food, water, air, living accommodations. Beyond that, people need to work, or find some other way to leech off society. Drug-dealers, fetishist enablers, life- streamers, religious cults of every kind also call this place home. And most of the inhabitants see this as a big win. Most drugs of choice aren’t criminalized, fetishes are quietly ignored by those that don’t share them, and the tech-heads and religious loonies usually aren’t hurting anyone. Life here tends to be fast and hard. Hard drugs, hardcore sex, and no time to slow down. The omnipresent net means that social trends come and go faster than is possible to track. Those that find a niche they like just stick with it and find the people they connect with. There are a billion people in the city, after all – there’s gotta be somebody into the same weird thing. Actually, for those that can abide the tyrannical laws against stuff like cursing, and refrain from vandalizing the robotic mechanisms that keep the Algorithm flowing, it’s not too bad. You should probably keep a gun handy, though – as long as it’s a legal model, and you have the proper certification. There is an awful lot of violence, and the Lawmen can’t be everywhere at once. Fortunately, it’s fairly easy to establish self-defense claims since the whole city is survilled. If one does commit a crime, they can expect little leniency. There’s no public defender, and the prosecutor is an all-knowing AI. If a Lawman isn’t sent to spatter brains on the street, it’s to pick up a criminal for processing. That means getting stuck in deep cryo-freeze for a decade or two while the perp’s brain chemistry gets adjusted and a whole lot of subliminal reeducation. See Also: Brave New World

109 88. Monument to Ruin

“There is nothing else for people to do. They do not think. They feel no passion, no hatred, no sadness; they feel nothing but fear, and a desire to control. So they watch, and poke, and pry.” ― Lauren Oliver, Pandemonium

 Hunger Games  High Inequality  Segregated Society  Blood Sport  Generic Dystopia  Generic!

When sophomoric sociopolitical armchair philosophy made manifest through a vague collapse of the status quo meets advanced technology serving the cruel urges of mankind, the result is a fragile dystopia. Almost like somebody made the most stupidly evil regime ever, just so the had something to rebel against. Of course, there needs to be a ruling class that lives decadently at the expense of others. This lofty position must be maintained through technological superiority and ham-handed oppression. The only soldiers are Capital soldiers. The only technology is Capital technology. There are strictly determined societal roles, all kept largely segregated. This district does the science stuff, this district does the manufacturing, etc. When children finish the mandatory education provided by the state, they are sorted into one of these regions. Most stay in the same district as their parents. Of course, the ruling class stands apart from all this, and there’s no way to get sorted into the Capital. These artificial divisions keep any one district from being self-sufficient. That’s not always enough, and so a deep-seated rivalry is inculcated. To keep the people complacent, and in line, a death sport between different sections of the population is regularly aired. To keep the people complacent and hopeful, those who volunteer and win get to move to a better district. Those who lose, die. Of course, the pool of contenders is seeded with criminals, rebels, and “Unselected” - those who live outside the tyrannical regime. They are always depicted as bloodthirsty savages, who hate the society and everyone who lives in it, because they are the children of those who didn’t fit into it. Despite the flagrant abuses of power and idiotic engendering of resentment, this all seems to work out. However, the ruling class is universally obsessed with petty distractions, and grows increasingly incompetent and delusional every generation. There’s very little preventing open rebellion except armed force. The secret resistance has a plan that will totally work, they just need somebody as kind as they are beautiful and strong to lead them, and show everyone that things can be better. See Also: Divergent, other poorly thought out YA Dystopias.

110 89. Ethics Waivers

“Even in the private institutions uptown you can see a show just like this: there is nothing as disgusting as an obese cadaver in which all the futile pleasures of many years finally arise to fill it full-blown with stinking rotten gases. The city is burning and under siege. And we are in a war in which everyone is killed and no one is remembered." ― Mark Helprin, Winter's Tale

 Katawa Shoujo  Crippled Kids  Boarding School  Romance, Drama  Repo: The Genetic Opera  Pollution, Disease  Corporate Feudalism  Replacement Organs  Deus Ex+Human Revolution  Augmentation  Conspiracies  Widening Social Disparity

This is a world stuck in the early days of human augmentation. The medical science of prosthetics, gene mods, and cloned replacements is fairly well developed, but there’s little chance of things progressing. Because there’s no economic incentive. This is a world in which “planned obsolescence” is not just a business model, it’s life and death. The corporations have used their influence to grow, like a cancer, in the society they were meant to enrich. Now the megacorps aren’t just people – they own people. Parts of people, to be technical: the replacement limbs and organs parts that are necessary for living. In practice, this means they control who lives and dies, since they can repossess their property at any time. Due to the omnipresent pollution, most everyone has been “upgraded”. The alternative is dying to the cancers, chronic conditions, and birth defects that result from the omnipresent toxic smog. Miss a payment, and you’ll soon be missing your lungs. Not being able to afford a mechanical limb after an industrial accident just means you’ll have to take out a loan. The alternative is starving to death in the gutter. Of course the general populace isn’t too happy about the state of things. Most are resigned to a life of drudgery and endless medical stop-gaps to keep from dying. That doesn’t mean there isn’t mass social unrest. The obvious income and quality of life discrepancies provides ample justification for violence. It’s just often misdirected. After all, this is a corporate neo-feudalist state. If you protest, that could mean you lose your premium apartment subscription. Get caught vandalizing a clinic, and you might not get your heart implant serviced. Easier to take out frustrations on those doing only slightly better than you. Those with the intention and capability of effecting real change – the paranoid radical openware whitehat hackers and modders that fight the system – catch bullets with their torsos, or just go missing. The fastest way to get ahead is to throw oneself fully on the mercy of the corporate overlords. That’s why there’s the private education system gives out scholarships and medical treatment – in exchange for extensive research rights to the student body.

111 90. Leviathan Manifest

“Totalitarianism is not only hell, but all the dream of paradise-- the age-old dream of a world where everybody would live in harmony, united by a single common will and faith, without secrets from one another.” ― Milan Kundera, The Book of Laughter and Forgetting

 1984  Thoughtcrime  Total Surveillance  V for Vendetta  Fascist Big Brother  Disease and Starvation  Equilibrium  Mood-Altering Drugs  Supercops & Gun-  Watch_Dogs 2  Tyranny of Big Data  Information Warfare

As strong as the desire for freedom is, something in the human psyche cries out for an unassailable authority, cold, cruel, demanding obedience. Bureaucracy at it’s best – and worst. The State. The State is everything. It is mother, it is father, it is brother, friend, priest, and God. To think otherwise is folly and sin and betrayal. Generations ago, a fascist group came into power. First they came for the X, then they came for the Y, then they stopped coming for people in the day, and now everybody is told X and Y never existed. Now there is only The State. And if a person isn’t a member of The State, they’re not really a person, are they? The State gives its citizens all they need. If you feel like you need something more, there must be something Un-State about you. The State broadcasts and daily papers will remind you what it means to be a Good State Citizen. If you are not a Good State Citizen, don’t worry. Someone will see, and tell The State. Maybe the watchful eyes of The State itself will see you. The State is perfect, and cannot make mistakes. There is a form and filing procedure for everything. For every mistake a person makes, for every sin, for every thing, there is a protocol. Sometimes that protocol is recursive, or cyclical, or nonsensical, or you think refers to things that are impossible or do not exist. In such an event, file the form you have not been handed with the clerk that sits behind the desk behind that locked door, between the hours of 1 AM and 12:30AM. Remember to obey the curfew. If your will is strong, and your imagination free, there is nothing they can do to stop you. No number of thugs, of black-masked and armored police, no spies or investigators can stop a man with liberty and individuality in his heart. That is why they send a friend. An accomplice. An ally. And those paragons of men will be lead to the red room, where they will be broken.

112 19.19. XenocideXenocide††

“A species that is more intelligent and advanced than us will have nothing like a moral value system for sure.” ― Rajesh, Random Cosmos

“You have absolutely no idea how close humanity came to annihilation by an extraterrestrial race. Absolutely no idea.” ― A.K. Kuykendall, Imperium Heirs

Humanity has long had a violent response to “the other”. Somebody that is nobody we know. Something that is not anything we’re familiar. That which comes from beyond the confines of our personal understanding. Is violence the only answer to such things? Yes. They want us dead or enslaved. Humans have difficulty working together, but we can, when faced with such a despicable common enemy, and the alternative to cooperation is extinction.

They Walk Among Us

You’ve probably seen them and not even known. You’re surrounded by their propaganda, their technological mindfucks, and you can’t even see it. They’re senators, congressmen, bankers, media moguls… And their purpose is unknown, but undoubtedly sinister.

Janitorial Engineer

It may not the most glamorous of job titles, but they play an important role in the maintenance of a space habitat. When you’re a long way to the nearest friendly face, a lot can go wrong out there. A lot. So be nice to the guy with the mop and the toolbox.

Invaders Must Die

That’s the conclusion humanity has come to, after the manipulations of the alien menace were revealed, and the illusion broken. Now we have to fight. Because by God we will not give up our lives, our freedom, our right to not bow before these ugly sumbitches.

Open Season

On a world filled with life poached from countless planets. Some of it altered, changed, twisted. Then let loose. Sometimes, ships can be seen in the sky, entering and leaving the atmosphere. But you’re stuck here, with who knows what else.

Extinction Wars

The wars continue, even after Earth has been secured. Because it turns out most of the universe is just as xenophobic and murderous as we are! So that’s something we could bond over – if they weren’t all freaks, weirdos, or assholes who tried to kill us. 113 91. They Walk Among Us

“If, on the other hand, UFO’s are of alien origin, that implies the global elite are collaborating with an ET civilization – and this may explain why classified technology has progressed at such a rapid rate since around the time of Roswell.” ― James Morcan, The Orphan Conspiracies: 29 Conspiracy Theories from The Orphan Trilogy

 They Live  Hidden in Plain Sight via Xenotech  Top-Down Seizure, Subliminal Cultural Destruction  Animorphs  Mind Control/Bodyjacking  Covert War, Secret Invasion  Generic Alien Invasion  Generic!

The Uncanny Valley is an instinctual response humans have to things that are not quite right. What evolutionary pressures could possibly promote such a trait? Could reptilian shape-shifters or some other alien threat that has plagued our species since ancient times? Perhaps. In this world, such beings certainly exist, although, true to their nature, they are not obvious. They have infiltrated our world, and using their vast resources, turned members of the government to their side, replaced others, and killed those that got in the way of their plans. They can blend in almost perfectly. Almost. Even if their disguise can be seen through by those who know how, they are highly placed. Their control over the flow of money, information, and politicians has been cemented over generations. Now it’s all coming to a head, as their meddling becomes increasingly unambiguous. Despite the massive changes they’re quickly foisting upon us, their tools are still largely invisible: perceptual filters, chemical additives, radio frequencies, and subliminal messages. There’s no shortage of conspiracy theories and people claiming that they’ve been discriminated against, or had their work discredited because they got too close to “the truth”. Some of these people are clearly nutjobs – but maybe that’s because the aliens decided to make them that way, rather than shut them up for good. When the truth comes from a , people who think themselves wise are inclined to dismiss it. Whether or not you listen to the man on the corner rant about chemtrails, one cannot deny that there have been increasing numbers of UFO sightings in recent years. But wait – if the alien menace is already here, why wouldn’t they hide themselves? There’s clearly more than one group of aliens at work, here. But what are the aliens in control of our societies doing? They’re performing mass brainwashing, genetic engineering, cultural manipulations. Why? Maybe they want to turn us into willing slaves, or a catspaw for space politics, or they desire control over some quality we have that is uniquely human. How do we stop them? That’s the big question. One man with a shotgun and a pair of polarized lenses won’t do much good. They have lasers that can disintegrate a person, invisible camera drones, and direct control over nearly every mover and shaker in the world. It’d take a hero to break that hold they have over us, and there’s no telling what they’ll do if their sinister plan gets revealed.

114 92. Invaders Must Die

“Hollywood movies, however, have brainwashed us into thinking that we can defeat the alien invaders if they are a few decades or centuries ahead of us in technology. Hollywood assumes that we can win by using some primitive, clever trick. In Independence Day, all we have to do is inject a simple computer virus into their operating system to bring them to their knees, as if the aliens use Microsoft Windows.” ― Michio Kaku

 X-Com  Unprepared For Alien Invasion  Psychic Potential  Legacy of the Aldenata  Political Intrigue and Backstabbing  Various Alien Factions  Generic Alien Invasion  Generic!

The alien gambit has failed. Humanity now knows they are not alone, but the stars are not as peaceful or kind as we’d hoped. As the first attacks strike major cities, people realize that Earth is going to be dragged, one way or another, into a war they are horrifically unprepared for. One with the species’ freedom and survival at stake. These aliens don’t look a whole lot like the ones that were revealed to have been manipulating events behind the scenes. They’re still ugly sumbitches, but their tech and ships aren’t nearly as good. No telling where those other ugly bastards fucked off to. Probably got scared off by these new guys. And there’s a lot of these new guys. Different kinds, some in the same ship, some not. They’ve been grabbing some people, killing others, even blowing up major cities. There’s even footage of some of them eating people. It’s complete goddamn chaos out there. And after the big reveal a few years ago, the political landscape got gutted as more and more people at the highest levels were revealed to have been working for the enemy all along. But we’re not without leadership. Heck, that might even have been helpful. Countries began sharing information and resources almost immediately after the first wave of sporadic attacks. Now they’ve set up a comprehensive response team, with global oversight and funding, and teams on every continent. They’re recruiting from every military force, the best and brightest of every race and creed. Despite the fear, despite the uncertainty, there’s a sense of determination and control over our own course. We’ll succeed or fail on our own merit, and not as some puppet. But wait, why are the aliens invading? I mean, if we’re a threat, they could end us with a simple relativistic kinetic kill vehicle. Maybe it’s not what we have that they want, but what they want, which they are prevented from accomplishing. We see handfuls of small ships at a time, in different styles – nothing like what an interstellar society is theoretically capable of. Maybe they’re being forced to “play fair” by the space UN, or maybe we’re not facing down an interstellar empire. These could be the equivalent of poachers, pirates, or hobbyist hunters. We’re a very small fish in a very big pond, and it might be a good idea to remember that. If these are the weakest and least organized of the enemies humanity could face, one has to wonder – if we overcome this obstacle, what awaits us in the future?

115 93. Janitorial Engineer

“Mankind will discover objects in space sent to us by the watchers...” ― Nostradamus

“You may live to see man-made horrors beyond your comprehension.” ― Nikola Tesla

 Alien  Bio-Engineered Killer Body Horror Hive  Stuck on a Space Ship With Monsters  Dead Space  Alien Technomagical Body and  Stuck in a Space Station With Zombies  Prey  Omnicidal Nanoswarm  Stuck in a Space Station  Space Station 13  Competing Objectives Lead To Inevitable Disaster  Stuck on a Space Station With Lunatics

After the invasion was foiled, mankind decided they couldn’t sit waiting for the next one. And so, using captured alien technology, several experimental space stations were deployed. If something goes horribly, horribly wrong, it’d be better if it happened at one of Jupiter’s Lagrange point than in near orbit, or on the surface. After all, some of that alien tech is not just volatile, but actively malevolent. Being (stuck) on an experimental space station filled with (mad) scientists poking at technology and biology (they don’t understand) sounds like an excellent opportunity (to die in an exciting way). Things can go wrong so, so many ways. And it seems like somebody wasn’t careful enough, because everything has, indeed, gone to shit. It seems human self-interest made a bit of a comeback. Various governments and private entities have decided that their own advancement is worth the cost of progress. Saboteurs, spies, thieves, and idiots have made their way to these space stations, much to the horror and chagrin of everyone else. But there aren’t just humans in the solar system any more. The planetary defense network might keep Earth safe from invasions, but the aliens can strike out these distant outposts with impunity. Expect the possibility of a boarding action. This is fairly unlikely though, as the space stations are pretty well hidden, and have a moderate defense force, anyway. A sane person on one of these death traps has two goals: stay alive, and get off. The first of which can be achieved by making sure experimental protocols are adhered to, the some idiot doesn’t cause things to go pear-shaped, and that in such an event, one is close to an escape pod. The second can be accomplished by staying alive long enough for a rescue shuttle. Assuming they don’t get hijacked, die, or get lost on the way. See Also: Viscera Cleanup (Space).

116 94. Open Season

“Who would want to be the prey in a world full of hunters?” ― Alexia Purdy, Disarming

“Follow the plan until it goes to shit, and then kill everything that isn’t human.” ― Henry V. O'Neil, Live Echoes

 Aliens vs Predator/Predator  Technologically Advanced Hunters  Alien Game Reserve  James Cameron’s Avatar  Xenoecology, Valuable Resources  Are We Invaders, or Liberators  Jurassic Park  Spliced Creatures  Exhibits Run Amok

After the invasion was foiled, mankind decided they couldn’t sit waiting for the next one. And so, using captured alien technology, several experimental space ships were sent out. If we’re not alone, it’d be good to know what’s going on in the neighborhood. Unfortunately, unreliable and untested machines based on alien technology has a tendency to necessitate unexpected stops. So your experimental ship crashes on alien biosphere. What’s the worst that could happen? Sooner or later, somebody (hopefully from Earth) will come looking, and if they see a distress signal, they might be able to pick you up. In the meantime, maybe this accident can be looked at as an opportunity. There’s life on this planet, and plenty of research opportunities. Some resource extraction wouldn’t go amiss, either. Even if the temperature is survivable, the life here sure seems a bit… aggressive. Everything from the plants to the very ground seems to want to devour any interlopers that set foot on this hellscape. That’s not even mentioning the hungry-looking megafauna. And there are even signs of habitation. Simple structures that look almost man-made. A few discarded examples of technology. Traps. Some of these animals look almost like they came from Earth. Add a few eyes, or replace the feathers with scales and that could be a dinosaur. It’d be one of those displays that gave kids who saw it at the museum nightmares. Other creatures seem to have crawled straight out of human nightmares – too many legs, just wrong looking anatomies, and the way the move and hunt and kill. Explore a round a bit, because this is looking more and more like a game reserve. A place where the most dangerous animals from around the universe are brought, and dumped. Some have clearly been experimented on. Some are clearly not native to this environment, and are adapting poorly. There might even be sapient species here. One must hope to avoid encountering a game warden, or worse – a hunter.

117 95. Extinction Wars

“National boundaries are not evident when we view the Earth from space. Fanatical ethnic or religious or national chauvinisms are a little difficult to maintain when we see our planet as a fragile blue crescent fading to become an inconspicuous point of light against the bastion and citadel of the stars.” ― Carl Sagan, Cosmos

 Halo  Technological Parity  Assimilating Aliens  Starship Troopers  One Earth Government, Military Fascism  Ground-Pounders vs Mobile Infantry Gods  Starcraft: Terran  War on Many Fronts  Internal Factions  Warhammer 40K Imperial Guardsmen  Hold The Line  T-Shirt and Flashlight

There is more life in the galaxy than humans ever dreamed. But apparently, the most successful strategy for a species’ survival preemptive annihilation. Or maybe we’re as ugly to them as they are to us. Nearly every single goddamn alien out there seems to want to kill us as soon as we make contact. Surely, there’s one species out there willing to give peace a chance, right? The aliens that invaded earth at the end of the 20th century were nothing, compared to the vast powers that exist in the galaxy. Everything from swarms of bugs that travel between the stars on teleporting meteors, to purple orcs, and the archetypal grey. Most of them are just as advanced as humanity, and certainly they have a better supply chain, and larger populations. Even those we’ve managed to open negotiation with are inexplicably hostile. Others only speak via telepathy, which makes having a dialog nearly impossible. And that’s just the ones that didn’t open fire on us immediately. And humanity has their attention, for a variety of reasons. Humans are almost all latent , and some are offended that such a primitive race could have more potential power than themselves. Others have bought into the propaganda of our former puppet-masters, and see our warlike actions as confirmation that we are not ready for the stars. After a couple decades of defending ourselves from assholes and giant bugs, humanity has finally decided to give up on peace. If that means the wider galaxy increasingly views humans like mad dogs that need to be put down, or at least put in their place, so be it. If they want a war, they’ll get a goddamn war. And hey, at least humanity is finally working together.

118 20.20. ZenithZenith

“When your desires are strong enough, you will appear to possess superhuman powers to achieve.” ― Napoleon Hill

“Power is given only to him who dares to stoop and take it... one must have the courage to dare.” ― Fyodor Dostoevsky

“The measure of a man is what he does with power.” ― Plato

“The very first essential for success is a perpetually constant and regular employment of violence.” ― Adolf Hitler

Society is hierarchy, with power being equivalent to social status. Some worlds are more honest about this than others. In the following worlds, “power” refers more to a higher personal power level than abstract things like “wealth” or “connections”, and seizing godhood or ascending to a higher state is a major element. That’s not to say that one doesn’t lead to the other. The stronger one is, the more opportunities for advancement and enrichment they’ll find. However, those with power, or the potential for it, are expected to live up to certain standards. What these are change depending on the setting, the immediate context, and how much power they have. One key commonality a visitor may notice is the desire the inhabitants have to either improve oneself, or serve a great and powerful master. Another is the obsession with reputation. If strength is everything, one does not want to appear weak. These are places where a disinclination to commit violence is the mark of a coward, a fool, or a weakling. Don’t expect to find much in the way of mercy, kindness, fraternity, or other virtues here. Strength is power, and it’s the right of those with power to use that power as they see fit. Failure to live up to the ideals of “might makes right” will lead others to look down on the merciful as weak. But at the same time, there are often strict rules governing interactions, forms of politeness that are often used as excuses for duels when violated. Reputation, or “face” is typically important, as these are worlds home to societies that place a strong emphasis on honor and respect. Manners are a sometimes life and death matter, here. Refusing a gift, or failing to offer tribute is an easy way to offend those more powerful than oneself. Acknowledging ones place in the social order can come with upsides, though. The more powerful you are, the more it’s expected that others will kowtow to your whims. Actual worship is not too much to ask, in some cases. And those that are weak, while at the limited mercy of others, are often below notice. There’s no honor or fame to be had in crushing an insect. But releasing a tiger cub into the forest is begging to be mauled when it grows up. So crush your enemies, raise up your vassals, defend your reputation, grab every advantage you can, and suck up to anyone you can’t defeat. Suffer indignities in silence when you are weak, and return them a hundredfold, so others will know not to cross you. To ignore the hierarchy is to deny reality. This is not a kind philosophy, but these are not kind worlds.

119 96. Challenge of Faith

“Heathen, n. A benighted creature who has the folly to worship something he can see and feel.” ― Ambrose Bierce, The Unabridged Devil's Dictionary

“Most Gods don’t care. About anything. Other than gaining dominance over other Gods and telling you how wonderful they are and demanding that you say the same.” ― Patrick Ness, The Rest of Us Just Live Here

 Greek  Very Human Gods, Messing With Mortals  Monsters, Heroes, Demigods  Smite  Gods War For Faith and Followers  War Spills Over To Mortal World  Primal Rage  Faith-Fueled Fistfights  Different Factions of Gods  Spice and Wolf  Small Gods With Limited Scope  Major Religion vs Pagans

A Shaman connects a People to the Gods. Through the Gods, a People flourish. When a People go to war, so do their Gods. When their Gods are pleased, life is good. When Gods are angered, the People suffer. People must offer praise and tribute unto their Gods, and the Gods protect their People. So it is. In exchange for blessing crops, or healing sickness, or ensuring safe births, a god can make a place its home. A festival or two each year to worship them and renew the pact sustains the god, and allows them to continue supporting those that support them. These are not world-spanning deities responsible for the whole of creation, or an entire aspect of human endeavor. They take the appearance of mortals, or large beasts, or unique plants, or striking locations. These are small gods. As the gods are sustained by faith, it behooves them to increase the number of worshipers, and the quality of faith they receive. Some do this by encouraging their people to make war against the faithful of other gods, to weaken their faith and miracles and steal their worship, or even them out entirely. Seeing this, some gods with different domains band together. After all, they are worshiped for different things, so it’s not like they’re losing faith that way. And when some other god or gods come knocking, it’s better to have numbers on their side than be alone. But recently, there’s been a new faction. A single god with many apparent facets has appeared, and gathered to themselves a large number of faithful. Temples and shrines are built wherever the faithful go, and they preach against the old local gods. Eventually, the faithful are converted by force, the small priests put to the sword, their gods’ homes destroyed, and even the gods themselves chased out by humans with holy power.

120 97. Climb The Tower

“We are not going in circles, we are going upwards. The path is a spiral; we have already climbed many steps.” ― Hermann Hesse, Siddhartha

 Tower of God  Many Races, Many Floors  “Floor Guardian” Gods  Magitech Aesthetic  Is It Wrong To Pick Up Girls In A Dungeon  Gods Empower Mortals  Dungeon Diving  Aion  Get Wings To Travel The Tower of Eternity  Multiple Civilizations, Areas of Abyss  Anima: Beyond Fantasy  Wide Variety of Races and Powers  Extreme Power Level Disparities

The tower is the world. Within each floor, a powerful guardian resides – watching, ruling, and testing those who would ascend. Those who rise are blessed with power in accordance with the heights they have scaled. On the outer ring of the tower are those who do not merit entering the tower’s trials. To climb the tower is to embrace the possibility of death. Indeed, many of the trials the guardians present have death as a consequence of failure. But the rewards success are great. One is ranked according to high they can climb, and with each higher rank comes power, fame, and riches. Trials may come in the form of competitions, or contests, or quests from the god-like guardians. They judge those who seek to ascend, and test their desires against their will and capabilities. Those that pass the trials are blessed and marked, body and soul. Their powers grow, their lives extended, and sometimes special gifts are granted. The tower is dangerous, and teams naturally form. They cover each other’s weaknesses, and allow one another to use their strengths to the advantage of all. These teams often pass or fail as a group, but exceptions occur – usually as a result of death. And not always to the challenges presented by the guardians. There are powerful guilds, populated by high rankers, who seek to cement their position at the top, and prevent others from reaching the top floors. They punch down, sabotaging or outright murdering those who show too much potential. Their actions are limited within the tower, however – the guardians do not brook obvious interference. As one climbs higher in the tower, the density of aether, or mana, or whatever one wishes to call it increase as well. It weighs upon a person like a physical force, making it more difficult to move, to breathe, to fight. One acclimates to the higher floors thanks to the gifts of the guardians, and by surviving in such rich environments, their lifespan grows larger and potential increases. Descending the tower, or moving among the mundane on the outer layer, makes one feel weightless. Ascend high enough, and this becomes reality, as one claims the greatest of rewards – wings.

121 98. Dao of Cultivation

“The difference between greed and ambition is a greedy person desires things he isn't prepared to work for.” ― Habeeb Akande

“Politeness is the first thing people lose once they get the power.” ― Amit Kalantri, Wealth of Words

 World of Cultivation  Besides Combat  Dao Essence  Desolate Era  Monstrous Beasts  Massive World  Thunderbolt Fantasy  Colorful Characters, Hidden Experts’ Plots  Swords and Martial Arts  Generic Xianxia  Generic!

In this world, there are two kinds of people. The first are mortals. The second are those on the Sublime Path. More than mortal, defending life and taking it, living above the common man, seeking more than life. To cultivate requires many things, but foremost is an arrogance to transcend the heavens. To walk the path of the immortal, one must cultivate . This often takes the form of a meditation method, and there are as many cultivation systems as stars in the night sky. Each one has its own benefits and drawbacks, and the most useful ones are often guarded jealously as the core component of any sect. To begin one’s journey as a cultivator requires finding a willing master, or some hidden text. But it is not that simple. Even life within a sect is dangerous, and one must be prepared to face death. Just advancing high enough as a cultivator brings about heavenly tribulations. Martial arts are a necessity for survival, and there are many that make use of qi, even combining the two into powerful qi techniques. Should one choose to be a hermit, and avoid other people, they would still face challenges in the form of spiritual beasts. Spiritual beasts are animals that have absorbed qi, and may be thousands of years old, with strange abilities and full of useful components for crafting and pill refining. The path of the alchemist, artificer, or enchanter is not an easy one, and they are all highly sought after. Among martial experts the pecking order is much clearer – if you have a higher realm of cultivation, others must honor you. If you have a lower realm, you must honor them. How one gives or receives face is somewhat dependent on where one is in the Empire. Or outside it. Outside the Empire, there are corrupted cultivators. Demonic sects, who teach methods to devour souls, or make deals with devils. Those who stumbled along their path, and gone insane. Fools who stole power instead of working for it. They are the enemy of every citizen, and quickly hunted down within the walls. Of course, the goal of every cultivator is to become an immortal, and eventually transcend the heavens, ascending to a higher realm of existence. See Also: Forge of Destiny (Royal Road), Cradle (Will Wight), Savage Divinity.

122 99. Questant Regalia

“He who aspires to divine realities willingly allows providence to lead him by principle of wisdom toward the grace of deification.” ― St. Maximos the Confessor

 K6BD  Keys and Crowns  Reach Heaven Through Violence  SBURB  Classpects, Lands, Consorts  Complete Quests, Seek God-Teir  Traveler’s Gate  Forge Connections to a Realm  Gain Power Through Trials

The Throne of Heaven is empty. The Creator is dead. The Angelic Host is splintered, the Demonic Forces scattered. But the Gates of Heaven still connect a thousand worlds. The wheel of creation continues to spin, and life continues. Among the many worlds, there are heavens and hells, under the dominion of inflexible angels, chaotic demons, and the demiurges. Every so often a mortal stumbles across a key of heaven, which allows them to access a certain world. These worlds sometimes have empty thrones. Angels, entities of unchanging stone and metal revere these thrones. Wherever they can, they seek to impose order, and the laws of heaven. Demons, as numerous and mutable as sins, come in many hues and forms. By their very nature they desecrate and lead astray the unwary. Mortals, however, have an annoying tendency to usurp thrones. Once a mortal has a key, all of creation is open to them, in theory. In practice, they are drawn to a certain world that resonates with their soul. One which whispers of promise and power. They form a connection to this realm, and even if it is lost to the rest of the worlds, they may enter it freely. By exploring this land, they learn. The denizens will offer quests, and rewards. Through quests they attain an understanding of cause, effect, and will. Through the rewards the questant may attain less important things, like knowledge of martial arts and magic, or material rewards. Those who progress far enough, who develop a deep enough understanding of their own nature, and that of the land, will approach the throne. Should they overcome the obstacles, solve the riddles, and slay the weakness within themselves, they will attain a Title. And the realm shall become theirs. They shall be opposed on all sides, and have a thousand enemies. Angels shall seek to dissuade them from claiming a portion of sacred divinity. Devils shall seek their destruction, or create pitfalls to prey upon the unrighteous. Other mortals shall seek to deny them their right, and claim the key they have found for their own use. There is only one path to success. Reach Heaven Through Violence.

123 100.Jagannath’s Door

“This is part of what it means to be a God, that You are a general principal of Being, instantiated throughout all of Being.” ― Sam Webster, Tantric Thelema

 New Gods/Fourth World  Technology ≈ Magic  Human Chattel Serving Gods  War Between New Genesis and Apokolips  Nobilis  Portfolio Emphasis  Defending Reality From Excrucians  Egyptian Mythology  Almost Abstract Pantheon Shenanigans  Life, Death, Rebirth  Exalted  Martial Arts, Technology, Magic  Anima Banners

Countless worlds, tethered to one another by marvelous gates, each teeming with human chattel, and ruled by gods reborn in an apotheosis of miraculous technology indistinguishable from dream or magic. Each god has a demesne, which is a figment of reality that they control. This may be physical, emotional qualities, events, or intentional actions. The gods are larger than life, with powers beyond imagining. They live in the higher worlds outside of time. Events on these worlds echo and reflect up and down the chain of realities. To travel between the realm of the gods, and the realm of mortals requires using the gateway network. This network connects all the worlds, but it is suggested that mortals not venture too far from their homes. When a living god descends, their power is constrained and limited, into the form of a mortal avatar, and making use of their powers in this form will result in a display of their divinity. Having lost the ability to be everywhere at once, they rely on the same gateway networks to move between realities or planets. For smaller distances, most use giant pyramidal magitech spaceships to get from place to place. These gods, good, evil, and in-between, all wage war against the things from outside creation. The chaos from without seeks to devour reality, and remove concepts – and their gods – from existence. Unfortunately, there is no front for this war – the chaos eaters may appear at any world, at any time, and necessitate a god’s avatar on even the lowest and most limiting of realities. A common enemy hasn’t stopped most of the gods from feuding, however. Petty squabbles, dramatics, and power-plays are just as common. If a god falls, the one that killed them will take over a portion of their duties, responsibilities, and power until they return and claim it back. It takes a lot to kill a god for good, so there’s not much harm in it. There’s been a long war between the gods of good and evil, but even that gets put on hold for a while when the chaos gnaws. See Also: Sandman.

124 NotesNotes

FAQ

Keep in mind nobody can stop you from jumping differently.

Q: How much CP do I get to spend each Jump? A: The intent is for a jumper to start with 1000 CP to spend. Taking drawbacks works as normal. Q: Can I use part of a stipend on stuff in another document? A: Sure, why not. Q: Do discounts apply across jump documents? A: No. Q: How do multiple backgrounds or races work? A: Different backgrounds can be easily explained as a natural part of life – people are multifaceted, and change over time. Races are complicated. Fanwank something. Q: Canon companion options? A: I can’t stop you, but wouldn’t it be more interesting to write an original character?

Future Work

If you have better titles or quotes for one of these combinations, please send it my way. I’m also compiling some guides to each of these settings, with less vague worldbuilding and writing tools (random event and encounter tables). This is a somewhat overwhelming endeavor to take on alone, so if you find a world that tickles your fancy, and feel like doing some writing, or even worldbuilding, please consider sharing. Additionally, I’m looking at making another compilation from the left-overs that didn’t make the cut for this collection, and combinations others have come up with. For the second compilation, I’m aiming to have a wider variety, fewer pastiches, higher power levels, and even jumps used more than once. To that end, should you have an idea for an interesting combination, please send it my way.

Changelog 2.2.0 9/11/19 100 Worlds, 20 Sections, some renamed, and six replacements. 2.2.1 4/10/20 Shuffled entries around, finished short descriptions, messed with formatting.

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