This thread discusses the tabletop RPG "The Sword, the Crown, and the Unspeakable Power" (see
this thread for an overall description). I'm stupidly running two simultaneous groups. This thread is for one of them.
This group group (larp friends) created a wild setting too, which we call
Steadfast.
As a funny little symmetry, the first group created a setting where the essential antagonist was
necromancers. The second group created a setting where the essential antagonist is
life mages.
Here's the myth:
IN THE BEGINNING…It was a golden age of prosperity and knowledge. An age of machines and energy. An age of comfort and hubris. One of the technologies developed in this time is the art of Lifeshaping, creating new life. Among other things, Lifeshapers were able to let a parent select traits for their child.
THEN… In the Lifeshaper’s quest to master the art of creation,
a new power emerged in the land. The Lifeshapers created the Verdant, a fungal intelligence which could solve many of humanity’s problems. The Verdant cured disease and extended life spans. After a long time, these entities were used to shape a human monoculture. Reliant on these creatures, humanity became beholden to them. The Verdant spread across the globe, changing all life it touched to fit its alien purposes.
THIS RESULTED IN… But eventually, the Verdant came to understand its role not just as the protectors of humanity, but the whole planet. When they decided this, they recognized humans not as the favorite children of the planet, but as parasites, depleting the natural resources and upsetting the existing balance. Ultimately, the Verdant determined that the world is only in equilibrium when the human population is below a certain level. And then the blight of humanity began.
The world crumbled, as if nature turned against us. AND BECAUSE OF THIS… An age of desolation began. Plagues and monsters bit at humanity from all sides. Avalanches, tornadoes, tsunamis, hurricanes, plagues, wildfires, plagues--humanity sees all of this as the will of the Verdant. The Verdant’s presence is everywhere, in the air, and in the water. It desires humanity to return to its animal lifestyle, and it is willing to grant power and information to those that deal with it, in order to gain influence and advance its long-term plans. Many humans are considered infected by the ‘Phage’, which is perhaps a fungal infection that influences behavior, or perhaps it is just sympathy with the Verdant’s cause. Some affected by the phage begin to break down physically, being slowly and painfully reduced to base nutrients.
There was decay and desolation, the once beautiful landscape blighted. The skylines of the ancient cities now lay in ruin.
UNTIL… Humans needed to keep their footprint small, to use only simple tech, in order to not upset what the Verdant considered the proper balance.
People joined together. People began to gather in new villages, outside of the now desolate cities. But it was not an age of peace. With a population-limit in place, and no way to tell how close we are to triggering the Verdant’s next plague, humans became proactive about keeping their populations low. War and predation was the law again. Feudalism replaced the old ways of democracy and republic.
AND NOW… We must live our lives with constant vigilance. Some people learned how to contact the still functional satellites which still circle the planet, gaining access to the information and technology of ancient times. Calling themselves the First Born, they have become advisors and researchers, secretly using forbidden technology, while withholding and keeping it secret, lest it become widespread. And the Verdant still has agents within human settlements, keeping tabs on them. Both the Firstborn and the Lifeshapers have access to resources that common people consider magic. But both must conceal the origin of their power.
Now insular and isolated, the human settlements only contact each other for war and politics. There are annual moots, festivals where settlements send contingents in order to discuss regional issues and trade populations.
The Verdant threat is ever-present. If the Verdant believes the population has grown too high, or that humans are using technology now considered forbidden, they will lash out against humanity again. And we stand little chance.
Our story begins in the city of Steadfast...
SO BASICALLY, the factions are:
-
The Guild - Commoners. Scavengers and scrappers who recover old-world technology and resources from the Ruin Heart, an ancient destroyed city. The PC representing this group is
Feather, the Black Hood.
-
The Court - Nobles. A collective of people with power and money. Nobles, business owners, etc. They attend the monarch,
Hesperia (a PC).
-
The First Born are sage/advisor types. They basically have secret tech that allows them to access the ancient-world's Internet... so their secret power is wikipedia. But this tech is forbidden, so they have to pretend they get their knowledge from magical divinations or something. The PC from this group is
Valtus, the Bloodletter. He's basically one of the only
real doctors in the whole city, and as such, is personally connected to many of the powerful people.
-
The Orchid Circle - a new religion which is trying to preach balance with nature, but really, submission to the Verdant. Basically, these guys are ecofascists. And they are controlled by the Verdant - their leaders are all people who have been mentally influenced by the Verdant (think: Cordyceps). They also peddle drugs which make people comfortable with the world-as-it-is. The PC from this group is
Will the Speaker, (class: the beloved) a cult leader who has arrived in town and quickly accumulated 15-20 converts.
I'm omitting a lot of details because this post could go on forever, but that's the gist of it!
I think the plot for this one involves the character from the Guild scavenging relics from the Ruin Heart, but what he brings back could destabilize Steadfast. The Orchid Circle and the Firstborn are directly at-odds. In a way, the commoner guild has the most power, because they have a monopoly on access to the Ruin Heart... but can they maintain it? It's dangerous to go alone, but if you bring people with you, they will figure out the route...
Here's a "custom move" I'm writing so that players can take the initiative to get controversial shit from the ruin heart:
If you know the way to the ruin heart, and undertake a perilous journey to get there, roll + Steady. If other people join you on the journey, or have a way of influencing it indirectly, they have the option of making Help/Interfere moves before you roll.
If you roll a 10+, pick 2 from the list
If you roll a 7-9, Pick 1 from the list
If you roll a 6 or lower-, your mission was a disaster, you were routed by monsters (Everyone in the group takes 3 Harm and rolls a "Taking Harm" move)
The list:
-You recovered contraband technology
-You recovered medicine
-You recovered valuable resources
-You avoid a confrontation with the guardians of the Ruin Heart
While creating characters, we also generate relationships, and those are super interesting...
For example, Hesperia has a little sister named Vega, who is the heiress to the throne. Vega has the phage, so she's dying a slow and painful death, but is being kept alive by one of the other characters -- Valtus the Bloodletter (A firstborn).
Here are the social relationships we established:
