Channels Savage Psionics

Also known as a Lore Minder, a mental warrior focuses mental powers to take down her enemies. Often having a relatively high ranking in her tribe, a Lore Minder can afford more luxuries than most due to respect and fear, but care must be taken to never cross the Pinnacle Chief of her...

Tribes of the Savaun

A volatile raging sky reminds you of your anger and pushes 15 Tribes in their constant conflict. A recursion of pitiless brutes, primal casters, war spies, mammoth hunters, poison tenders, and lore minders, lead by a Pinnacle Chief, the prime of each tribe. This is a primitive recursion in a perpetual cycle of war. Perhaps up to 1-2% of the population have the spark and are able to survive. To leave a tribe is banishment. To join another tribe is death. No tribe will accept another tribesman as one of their own. The 16th Tribe of Namoon, discovered or noticed by only those with the spark. It is the only tribe not in the cycle of war, independent, and seeking to understand the recursion they live in. The Namoon are members of other tribes that have awakened from the mundane to think for themselves. They are the ones that survived the journey to the Namoon forest. Namoon are mostly banished members from other...

Aeyre

  Aeyre is a world of sky and floating islands, the four largest islands are ~30 miles across and are the homes of the four ruling houses; House Landgrave, House Windholm, House Marcone, and House Yarris. These houses control the gas trade and gas mining operations that fuel the economy of Aeyre, their dirigibles patrol the upper and lower reaches ensuring their investments and the safety of their protectorates, occasionally there is a small conflict, but typically the houses rely on subterfuge and bureaucracy to fight one another, rather than strength of arms.       There are many smaller, independent islands and clusters of islands, but they tend to stay out of the politics and mining and are dependent on trade for their gas supply. Some of these smaller communities chafe under the dominance of the four houses and rumors of rebellion are frequent.       The upper reaches of Aeyre are a low gravity environment where almost all the populace live on the floating islands that are spread throughout the reach. In places where the landmasses are close massive bridges have been built to promote traffic, but in most places people rely on dirigibles or wing suits to travel between islands. Frequent updrafts and low gravity enable individuals skilled with wing suits to travel between islands without paying for transport on an Aeyre Ship.       The lower reaches are mostly composed of the heavy gases which the Houses collect to fuel their industry. The gases are too think for most people to breathe and require special equipment to operate in, equipment that is closely...

Nexus

Nexus is a flat plane, oval in shape, with two habitable sides, Overside and Underside. Surrounding the plane is a space of perpetual dawn and twilight, home to the recursion’s two constantly warring gods. The power struggle between them in the sky is reflected in the cycle of day and night on the plane below, and the Sun-Wreathed Lord has an advantage. Excessive sunlight is withering the crops on which the humans of Underside depend, and tensions are high between the Skycults and the Scorekeepers. Underside Today, most life on Nexus resides in Underside. There are a dozen small human settlements, with two more in ruins in the Rivenswood. Each settlement is home to two or three thousand inhabitants and a mayor; the two most powerful mayors are the Solarator and Siderator (Eliana and Hilian, both level 6), who lead the Skycults. The Skycults direct the worship of two gods, the Moon-Veiled Lady and the Sun-Wreathed Lord. Each god is strengthened by prayers and ritual devotions, and their power influences the length and intensity of night and day. Balance between them is essential to the agriculture that feeds Nexus, and in order to maintain it the Skycults demand obedience and a strict weekly routine from every adult—days cycle between field work, trade work, and worship. Children are raised by dedicated Skycult priests to insure the routine of their parents is not disrupted. Not everyone on Nexus believes that the Skycults are the most effective tool to balance the power between the gods, and the long days recently are swaying those who would be loyal to the Solarator and Siderator...

Motolot

MOTOLOT   It is a time of ruin, gasoline & chaos.  The dim future (or is it the present?) of Earth that never was, a hopeless age, a dark age… in a post apocalyptic landscape of humanity picking up the pieces after the Bigger Bang (or some greasers say “the Great Oops”), the horrendous apocalypse that almost wiped Man off the face of the Earth, it’s a time of warring cycle gangs & opposing petty warlords of the wastes of what remains, chieftains roaming the desolate countryside, questing for precious gasoline & the remnants of the ancients oil-wells & platforms & lost tech to have the upper hand in survival, scavenging power & high octanage — a dog eat dog world.   Whomever brings unifies the gangs of the Wasteland, as every greaser likes to affectionately call it, will rise as Big Boss of the Land & will heal it, ushering a new era of “peace & prosperity”, or so the prophecy from the time of the Great Teevee foretold.   In comes Art’s Cycle Knights; led by a charismatic leader, Art Drake, AKA King Drake, unifying the disparate gang bosses & the civie motor caravans; he’s got this crazee dream of looking for a new arcology of shiny chrome up on the hill, to build & settle.  In a dream he’s called it Motolot, “Tha Place To Be” in Oldspeek.   Right now, however, they’ll have to settle with a monstrous contraption made by the sheer crazee audacity & ingenuity of the infamous mutant, Merl the Mech, full of polished lines of steel rivets, belching toxic fumes as...

The City Beneath The Cloud

There is just one hard and fast rule in the recursion known as The City Beneath The Cloud: do not harm a Snatcher. Every inhabitant knows this rule and it colours their every action. Any recursor arriving in the city will quickly learn it, either by being told by an inhabitant or simple observation of a Snatcher in action. A few quick questions will explain why the law is obeyed with such intensity: the rest of the Snatchers will swarm any transgressor, before hunting down all those who are close to them, no matter how long it takes. The City Beneath The Cloud is a mysterious, fearful recursion whose ruler is so unknown that explaining the point of the recursion is, in itself, difficult. The great towers of the city are packed with people who live every day in fear of the Snatchers, the inscrutable lords of the City. Great winged humanoids, the Snatchers swoop down from the clouds overhead, grabbing a single victim before returning to their hidden eyries. No one, either recursor or inhabitant, knows what happens to them within the cloud layer, but they do know they never come back. Physically, The City Beneath The Cloud appears similar to any Earth city whose skyline is dominated by skyscrapers. Indeed, the only major difference is a lack of roads, replaced instead by wide boulevards between the buildings. Long pipes run down the sides of the buildings, supplying water and gruel, the only food available within the city. A thick grey cloud hides the city’s upper stories, making it seem as if the clouds are swallowing them. The image...

The Re-education Center

Large fluorescent type appeared on metal door.  “Do you have a lamda-level hall pass?  Place your cog-box on the wall and wait for authorization.  Response required in 5…4…3…2…1… A hall monitor has been notified.  They will accompany you to your classroom.  Please enjoy the upcoming tutorial.”   Basic Description The Re-education Center is a small recursion where characters are trapped within an organizational dystopia.  Like most people in the recursion, players are likely to be subjects — pupils — in the Re-education Center.  Through the use of advanced technology, the Re-education Center is designed to pacify pupils, force them to report on each other (truthfully or not), and shape them for the purposes of whomever sentenced them to this location.  Players can then navigate the surreal landscape of a technological educational system gone terribly wrong.  The entire complex (with one exception discussed below) is shielded to prevent pupils from translating out.   Each pupil in the re-education center is provided a unisex body suit and a small electronic box called a “cog box.”  Each cog box is a metal box approximately 15cm square interspersed with glowing circuits.  It emits a unique color matching similar lines of energy flowing along the pupils suit.  The color and circuit design of each is unique — until a pupil fully accepts her or his programming and adopts a shared red glow.  The cog box serves a variety of purposes for the pupil.  First, it serves as an identity authenticator.  Any process of confirming identity will begin with a request to see a pupil’s cog box.  Second, the cog box connects pupils to the...

The Last Oasis

The land was once completely green, from one edge of the world to the other. To the plants who lived there it was paradise, from the simplest blade of grass to the smartest walking tree. Water and soil were plentiful, and everyone coexisted peacefully—shrubs, trees, cacti, everyone. Almost a year ago, something changed. Temperatures started to rise at the far edges of the world. Water dried, and grasslands gradually devolved into desert. None of the plants knew why it was happening, but they did know one thing: the habitable world was shrinking. Now this recursion contains a single patch of temperate land, a last oasis surrounded by vast deserts. The animate plant inhabitants—who call themselves the Uprooted—vie with each other over the increasingly small supply of water and fertile soil.   Uprooted Racial Options Recursors visiting the Last Oasis can choose to become one of the Uprooted, the sentient plant-based beings who live here. The Uprooted are the product of fictional leakage, originating from stories featuring intelligent, animate, talking plants. As such, the Uprooted have a few humanoid features incorporated into their vegetable bodies, including faces, branchy arms, and legs formed from roots. In other words, they can walk and talk, and might be offended if a human were to seem surprised at these facts. Several species of Uprooted live here, though they all possess certain common features. The Uprooted don’t need to eat, but do need water and sunlight, and they must spend about a third of each day with their roots planted in fertile soil. (Days and nights in the Last Oasis are similar to Earth’s.) Going...

Tunnel Aph

Tunnel Aph   “Jonan pulls himself through the rusty portal back to the safety of Tunnel Aph.  He never thought he would escape the rampaging prime but the village desperately needed the spark cels he got from above ground.  After a short rest here, he can make his way through the collapsed section of the tunnel back to the village.  Whether it was his exhaustion or the steam rising from the rubble of the tunnel, something prevented Jonan from noticing the sign of the formless appearing above him.  The village would never get the spark cels.”   Basic Description The Tunnel Zone represents an alternative post-apocalyptic recursion.  Humanity huddles in small enclaves underground while the surface is dominated by mindless destructive forces known as “primes”.  Among the rubble on the surface, great technologies (now long forgotten by the remnants of humanity) may prove to be alluring… if one can survive long enough to harvest them.  In the tunnels, humanity has carved out a relatively safe refuge from the primes but has succumbed to internecine tribal warfare.  In this fragile moment, the Formless are gathering, possibly to make their move.     The primary location in the Tunnel Zone are the series of subterranean tunnels that represent the hiding place of humanity.  It is not clear what the original purpose of the tunnels were.  They are too large to be simple sewers or maintenance tunnels.  They snake for miles beneath the surface.  Of course, they long ago fell into disrepair.  Hubs in the network of tunnels have been filled with makeshift communities.  Most people hide in the cloth tents waiting...

Clocktown

General Description Clocktown is metropolis similar to Victorian age London built on giant size moving clock gear. Greatest cogwheels are couple of kilometres wide and can sustain several city block while little ones got just a single house (probably not even a big one).Gears are not always on the same level, nor same shape: some of them overlap, form a 90 degrees angle, or are facing each other; some are spur gear while helical, bevel, crown or even worm gear are presents. Shaft are not generally presents, however sometime a couple of cogwheel share the same shaft, with lift and maybe even building rising around it and thus creating a path from one to another.Wheels spin around central axis, but most of time there is no sign of shaft, nor of an “external structure” where this gigantic clockwork are encased: it just float in a mist, which eventually degrade directly into the strange (thus creating a connection). This mist change colour according to hours, so it’s dark and black during nights and brown and light grey during day hours. There are no sign of stars, but in the “central” districts, where a lot of wheels are located, during clear nights is not uncommon to see across the skies the streetlights of a facing wheels, while on the “suburban” isolated cogs you can see a fractal shaped burst of lighter-than-usual-sky or single shifting point of light, blinking, moving or just disappearing (a reflection of the strange on the skies)All gears are connected, by direct meshing teeth, transmission chain, shared shaft or worm gear and even if they seems like steel...