AFTER the GODS are GONE
It is not until you see a map of the old world do you realise what is happened to us to create what we call our time.
We cannot imagine such affluence because we’ve been fed a lie throughout our lives:
We have it better now.
It is change which we are told is inevitable, although for the longest time it wasn’t possible. We are taught to worship the chaos whereas before people were taught to worship the stability and order of a world which made sense. We live in the consequence of our ancestors achieving their goals in defiance of their absolutist rulers.
The order of today is reversal. Our goals are to bring stability to a world gone wild.
The concept of the Wheel of Change is a new thing, the spinning wheel symbolising a distillation process, the alchemy of all the threads of fate.
It sits atop the foundational triangle of hierarchy, a structured brickwork with everything in its right place.
Our living generations are relying on the Harmony to sustain us and the order we individually impose upon the chaos of the world.
This is our world.
This is our time.
This is what it is to learn to think for ourselves.
We cannot imagine such affluence because we’ve been fed a lie throughout our lives:
We have it better now.
It is change which we are told is inevitable, although for the longest time it wasn’t possible. We are taught to worship the chaos whereas before people were taught to worship the stability and order of a world which made sense. We live in the consequence of our ancestors achieving their goals in defiance of their absolutist rulers.
The order of today is reversal. Our goals are to bring stability to a world gone wild.
The concept of the Wheel of Change is a new thing, the spinning wheel symbolising a distillation process, the alchemy of all the threads of fate.
It sits atop the foundational triangle of hierarchy, a structured brickwork with everything in its right place.
Our living generations are relying on the Harmony to sustain us and the order we individually impose upon the chaos of the world.
This is our world.
This is our time.
This is what it is to learn to think for ourselves.
AGG World Campaign Setting involves diverse established factions spread across two continents.
Pirates, Navy, Woodsmen, Bandits, Plainsmen, magickally mutated desert Urgs, a thriving Slave Empire and of course the mysterious and mystical remnants of the overthrown Ancient Giant Gods, now extinct.
The Players are involved in progressive unification and bringing an era of peace and freedom.
Pirates, Navy, Woodsmen, Bandits, Plainsmen, magickally mutated desert Urgs, a thriving Slave Empire and of course the mysterious and mystical remnants of the overthrown Ancient Giant Gods, now extinct.
The Players are involved in progressive unification and bringing an era of peace and freedom.
The World of After the Gods are Gone is a much-loved, well-established campaign setting.
OVERVIEW
Several generations before our time our slave-species Humanity overthrew the Ancient Giant Gods by using their own magic against them.
The Gods city was destroyed along with the landmass it occupied, creating the Great Urg, a magically toxic region of labyrinthine desert canyons. The world immediately fell into a dark ages.
Some aspiration toward civilisation has begun to emerge on the far side of the Forest in isolated patches, connected only by the ships of the factions who maintain an uneasy balance in their bid for domination.
The Merchants, The Pirates, The Navy, The Slavers.
The one thing protecting the Forest dwellers from fierce, mutated Urgs and their terrible magickal weapons are nomadic Plainsmen, primitive, spiritual horsefolk and herbalists waging constant war to protect the spread of the desert into their fragile Meadow region.
The Campaign develops from this into a journey of discovery not only of the geographic World and its denizens whose cultures and lives depend entirely on the ecological biomes they inhabit but also of the remnant powers of the Giant Gods, of Humanity, of the importance of individuals within it as they take accountability for their own existence and actions.
OVERVIEW
Several generations before our time our slave-species Humanity overthrew the Ancient Giant Gods by using their own magic against them.
The Gods city was destroyed along with the landmass it occupied, creating the Great Urg, a magically toxic region of labyrinthine desert canyons. The world immediately fell into a dark ages.
Some aspiration toward civilisation has begun to emerge on the far side of the Forest in isolated patches, connected only by the ships of the factions who maintain an uneasy balance in their bid for domination.
The Merchants, The Pirates, The Navy, The Slavers.
The one thing protecting the Forest dwellers from fierce, mutated Urgs and their terrible magickal weapons are nomadic Plainsmen, primitive, spiritual horsefolk and herbalists waging constant war to protect the spread of the desert into their fragile Meadow region.
The Campaign develops from this into a journey of discovery not only of the geographic World and its denizens whose cultures and lives depend entirely on the ecological biomes they inhabit but also of the remnant powers of the Giant Gods, of Humanity, of the importance of individuals within it as they take accountability for their own existence and actions.
This Game System and associated Worlds are copyright Ordo Octopia
This website evidences legitimate proof of concept.
Consent is given for non-profit and promotional purposes if accredited,
in accord with international fair use policy.
All Rights Reserved.
This website evidences legitimate proof of concept.
Consent is given for non-profit and promotional purposes if accredited,
in accord with international fair use policy.
All Rights Reserved.