Nov 18, 2019 11:27 pm
This is only an interest check, as I am still in the planning stages for the campaign (and it will be into the new year before I am ready), but would anyone be interested in a Savage Worlds campaign set on an alternate earth, c. 1890? In this world, magic exists alongside science, and races such as elves and dwarves still walk the earth. In fact, there are eight possible PC races: automaton, human, elf, dwarf, harrowfolk, faerie, goblin, and ork.
Automatons are clockwork beings gifted with sentience. No one knows what sparked their intelligence, but there can be no denying that they exist and are self-aware. Automatons are constructs and are often seen as property, rather than free citizens, though there are groups working to change that, including some of the automatons themselves.
Dwarves are as in most fantasy campaigns; dour and serious earth-dwellers who spend their days toiling in their underground cities and mines, though many choose to become adventurers and go out into the world to seek their fortunes.
Elves (known as Sidhe ("shee")) and faeries are denizens of the first world and must spend eight out of every 24 hours therein or else risk undergoing transmogrification and becoming orks or goblins, respectively.
Harrow folk (also known as ha'folk or, more derogatorily, halflings) are smaller than humans, but otherwise, are similar to the "big folk" (as they refer to humans and their ilk).
As already noted, orks and goblins are what become of elves and faeries who linger too long in our world, but with time, the races have also begun to breed true, and it is possible to have a native ork or goblin.
This is a world of wonders, where travel through the æther is accomplished by great skyships, held aloft by magic. With the development of oxigum, it became possible to travel to other worlds in the solar system, and where Venus is younger than Earth and a hothouse world of dinosaurs and lizardmen, Mars is an older, dead world dotted with the ruins of a once-great civilization.
If this sounds like a world that would attract your interest, speak up and when I get things closer to being actually ready for play, I will post here letting everyone know. The world is definitively steampunk, but with a pulp feel.
Automatons are clockwork beings gifted with sentience. No one knows what sparked their intelligence, but there can be no denying that they exist and are self-aware. Automatons are constructs and are often seen as property, rather than free citizens, though there are groups working to change that, including some of the automatons themselves.
Dwarves are as in most fantasy campaigns; dour and serious earth-dwellers who spend their days toiling in their underground cities and mines, though many choose to become adventurers and go out into the world to seek their fortunes.
Elves (known as Sidhe ("shee")) and faeries are denizens of the first world and must spend eight out of every 24 hours therein or else risk undergoing transmogrification and becoming orks or goblins, respectively.
Harrow folk (also known as ha'folk or, more derogatorily, halflings) are smaller than humans, but otherwise, are similar to the "big folk" (as they refer to humans and their ilk).
As already noted, orks and goblins are what become of elves and faeries who linger too long in our world, but with time, the races have also begun to breed true, and it is possible to have a native ork or goblin.
This is a world of wonders, where travel through the æther is accomplished by great skyships, held aloft by magic. With the development of oxigum, it became possible to travel to other worlds in the solar system, and where Venus is younger than Earth and a hothouse world of dinosaurs and lizardmen, Mars is an older, dead world dotted with the ruins of a once-great civilization.
If this sounds like a world that would attract your interest, speak up and when I get things closer to being actually ready for play, I will post here letting everyone know. The world is definitively steampunk, but with a pulp feel.