Showing posts with label Fiction. Show all posts
Showing posts with label Fiction. Show all posts

Thursday, 16 October 2025

The Dreams of Inger Bax (Setting)

 

Hubris of the 3rd Aeon

It is said that no man has ever believed in wizardry more than the Akenian mage knight Inger Bax. In spite of being something of a mediocre caster, he was among the most ambitious. He was also fortunate enough to be born into wealth, allowing these dreams to flourish when they might have otherwise been held back by his unexceptional ability.

Inger desired a society entirely reformed around magic and magitech, eagerly evangelizing his beliefs to anyone who would listen. In spite of protests from many of his peers, he accumulated enough of a following to pursue his goals in earnest. Among his faithful were practitioners of arcane horticulture - to elevate their work, he had a grand park constructed around their facility, a place to show off the fruits of their labor to the curious and well connected in hopes that they too would support his dream. The attraction was a monumental success and soon others were constructed, all connected by a great rail system that allowed visitors to move between them quickly and comfortably. He erected his manse in the center of this great project, another jewel in his illustrious crown.

Fractured dreams

In spite of this early success, Inger Bax's perfect magical city remained far out of reach, likely unattainable within a single lifetime. There was too much to consider, too many steps to make for that. A truly wise man would perhaps realize the futility of such a dream, or at the very least, trust in the future to see it to fruition with the foundations he had set.

Inger Bax was many things, but wise he was not.

His efforts shifted to the folly that consumed many a caster of the era: immortality. He only grew more desperate with age, his attempts becoming more esoteric and absurd. Inger eventually vanished from the public eye, reputation in tatters. Rumors spread that rather than allow himself to wither away, he had his head removed and preserved in liquid mana, to be hidden somewhere within his estate.

The impact on the 4th Aeon (Now!)

The attractions he spearheaded remained in operation for some time after his disappearance, though these too were abandoned during the events of 3rd Cataclysm. In the contemporary era, many of them have served as makeshift shelters and even settlements for the folk who inhabit the Shadowed Lands. Some have become home to monsters, dangerous thanks to magical pollution from untended technology, or both.

And those rumors of Inger Bax's living head persist, even into this new aeon. Did he truly find a way to cheat death, even in a diminished state? Has he instead become one of the stubborn dead, and is simply not aware of it? The answer to such questions await any brave adventurers willing to explore that dilapidated old estate in the heart of the Shadowed Lands.


Want to know more...

Our first expansion to BREAK!! enables player to learn more about the 'legacy' of Inger Bax, follow the project on kickstarter.

 

Saturday, 28 June 2025

Four Famous Fishin' Holes in Outer World (Setting)

Last blog entry we talked about fishing - it seems appropriate to talk a bit about a few Fishing Sites for this one. Discussed here are some storied places to cast your rod in every corner of Outer World.

The Pearlescent Pond (Murk)
  • In one of the many hidden glades of Outer World's greatest forest there lies a shining lake, one with water as white as milk. It is overseen by a duchess in pale robes and her attendants. Fish swim in these waters just as one might expect of any pond, but they have less room than one might think for the duchess is cultivating something called a "moon" below its surface.
  • Anyone going to a fishing site in a forest of any kind has a 1 in 10 chance of coming across the Pearlescent Pond instead (a 1 or 20 on a die roll). While it is unlikely the Duchess in White will speak to them, occasionally she sends an attendant their way to let them know something personally important to them. They will find themselves back from whence they came upon leaving the pond.
Bluefoam Beach (Galvanus Archipelago) 
  • Famed for it's beautiful waters, killer waves, and bountiful fish, Bluefoam is considered the place for rest and relaxation by many Outer Worlders. Oddly enough, it owes its serene, pristine nature to an old curse whose origin is a mystery: any attempts to settle on or near the beach always results in a strange disaster destroying the property.
  • Characters who opt Socialize at Bluefoam Beach rather than fish gain the benefit of a Relaxing Recreational Attraction. 
The Deynali River (Blazing Garden)
  • One the largest rivers in Outer World, the Deynali runs through much of the Blazing Garden. Traveling along it allows you to get to either end of the Sol Alliance on top of providing ample opportunities for fishing. It remains a favorite pathway of merchants and other travelers making their way through the continent.
  • The Deynali is protected by an immense, ancient fish god named Belugosh. She can emerge anywhere along the river regardless of said size and is known to reward those who manage to catch a razormouth in her waters.
The Secret Sea (Lost Crystal) 
  • Hidden away in the Buried Kingdom, the Secret Sea is a quiet, meditative spot for the reclusive inhabitants of Lost Crystal, a place for them to come and whittle time away. While protective of the place, they never begrudge anyone who shows up just wanting to fish.
  • The wreckage of something lies in the center of the Secret Sea. The only thing most people know about it is that it's old, perhaps older than Outer World itself. The Unterkin of Lost Crystal refuse to talk about it as a rule. 
 

Friday, 2 May 2025

The Octia Scroll - The proliferation of Puretech (Setting)

While mostly forgotten at this point in history, at its height the Technocracy of Gleys initiated a policy that would have numerous lasting effects on Outer World - both intended and not. 

Gleys is famous today for the variety of techno relics that survived its destruction and can be found all over the world. The other two great kingdoms each had their own forms of potent technology: the fearsomely aberrant bio-sorcery of Calian and the oppressively glorious magitech of Akenia, but neither of these can be found in as many places or in the same quantity as the Technocracy’s efforts. There are two reasons that this discipline (which came to be known as Puretech) became widespread and relatively common. The first is that Puretech lacked the arcane flourishes of either of its sister technologies, meaning that sorcerous proficiency was generally not required in its use or creation. The second reason is a bit more insidious, having a great deal to do with the Technocracy’s policies abroad.


While certainly no slouch in terms of military might, Gleys lacked the raw potency of either other member of the triumvirate. Attempting to mimic the more direct encroachment of their peers would have ultimately ended in disaster for them, so instead they hatched a more indirect means of spreading influence. Teams of ambassadors and gadgeteers ventured out into the smaller settlements and nations around the technocracy, bringing with them materials and plans for grand puretech facilities. For a meager compensation, they would install these wonders in the places they traveled to, bringing the conveniences and amenities that they felt helped define Gleys itself. These efforts were quite popular, and puretech spread throughout the region now known as the Twilight Meridian.


What did not spread was the knowledge required to build, or even maintain these structures. Settlements found themselves regularly needing to reach out to the Technocracy for repairs or troubleshooting, obligating themselves to the larger nation in ways they could not have initially foreseen. Gleys eventually used this situation as a way of exerting a bit of soft power over their home region, becoming an empire in everything but name and equal to Akenia and Calian in their own right. This did them no good during the 3rd Catalcysm however - Gleys found little assistance from any supposed allies when the Sun Machine rained destruction down on them. As the artificial islands that were the seat of their power sank into the depths of the shining sea, so did the outstanding debt of many of their neighbors.


Working knowledge of puretech waned with the fall of Gleys. At the start of the 4th Aeon the factories and other wonders they had spread throughout the Twilight Meridian fell into disrepair, which led to another unforeseen consequence. The various filtration and safety systems around the power sources in these structures failed, one by one, and the remaining fuel and congealed mana flooded the areas around them, creating dangerous magical pollution. While no great disasters have occurred as a result of these things yet, the situation grows more perilous with each and every year that passes. Groups like the Helical Archive are doing their best to better understand puretech and avert disaster and one can only hope they are successful in this endeavor.

Friday, 28 February 2025

A Tale of Two Festivals (Setting)

Spirits were understandably low at the start of the 4th Aeon. The war that had ushered in the cataclysm had no clear victor, leaving the world scarred, with the Sun Machine broken and the old empire diminished. While Emperor Regulus brooded and adjusted to the eternal day that now washed over his home, he decided that something must be done to lift the spirits of the people. He eventually thought of something, decreeing that there would be a great gathering of the skilled, strong, and clever in the newly christened Sol Alliance each year, right in the capital of Aeon. There they would compete among their peers to see which was the greatest in their particular field.

And thus, the Radiant Festival was born.

Overseen by the First Hero himself, the Radiant Festival has grown in complexity and scope over time but the basic structure remains simple: a few series of contests are held over a period of a week, the pool of contestants for each dwindling as the defeated are ejected from the competition, until each particular skill or vocation has a victor (or team of victors) to receive a gift from Regulus himself. The games include everything from mock combat, sports, poetry, and crafting contests. These are accompanied by parades and other grand displays. During the Radiant Festival the city of Aeon becomes lively and boisterous, its people thrilled to see what remarkable talents it will bring that particular year.

Aeon's ever present military guard has always brushed up uncomfortably against the city's cosmopolitan nature, and the Radiant Festival has always further tested this tension. Celebration around the the competitors and lively carousing are mostly ignored, assuming they don't get out of hand. These practices are seen as generally harmless. More mercantile activities are a different story however. Rumors of opportunistic individuals selling means to cheat in the competition, dodgy paraphernalia, and potentially dangerous snacks were enough to get traveling peddlers banned from the city proper during the festivities.

One year found a whole gaggle of merchants ejected from Aeon for this very reason. Undeterred, they decided that while they weren't allowed to do business within the city nothing said they weren't allowed to do something about half a days walk out from it.

On that day, Radiket ( a portmanteau of Radiant Market) was born, starting just a few days before the Radiant Festival and ending just a few days after. What was a small cluster of tents and blankets off the side of the main road towards Aeon has grown into an event that is in some ways, as grand as the more official festival that spawned it. A variety of temporary structures provide shade to merchants from all corners of Outer World as they sell a number of things that might be difficult to peddle anywhere else. Merchandise related to the Radiant Festival is the most common, but the sorts of things on sale include (but are not limited to) one of a kind crafts, novels and other works of fiction, cursed treasure some adventurers might have discovered in some forsaken ruins, and of course, odd snacks of all sorts.

The city itself has a tenuously friendly relationship with Radiket. While officials were quite annoyed, it is rumored that Regulus finds the whole thing rather amusing and more importantly, helpful to his goal of raising the spirits of the people of the Sol Alliance. As long as those participating in Radiket don't cause any trouble for Aeon itself, he's more than willing to overlook it.

There is of course, rumors of The First Hero himself visiting Radiket in disguise now and again...but of course, no one can prove anything.

Friday, 6 December 2024

Setting: Sipping Sojourn, or Beverages of Outer World

 Fortunately for its inhabitants, Outer World is not short of things to drink. Even plain water is said to taste different depending on region: In the Wistful Dark it's said to be a bit sweet, refreshing and clear in the Blazing Garden, a little tart in the Twilight Meridian and a bit spicy in the Buried Kingdoms. Of course, this sort of thing can't really be proven no matter how many folks swear by it.

Those seeking something beyond simple water have a bevy of options, assuming they have access or the coin for it. Many high end establishments in Aeon will offer somewhat diluted bright water with crushed fruit in it for flavor. The authorities in Old Iron occasionally imbibe grime goo as a luxury. Even in the Shadowed Lands, nomads will occasionally make spirits from meltshrooms and other magical toadstools they can find.

Elevated beyond normal beverages are potions. Even the most basic of these are charged with a bit of magic and sold for a fair amount of coin. Potion making techniques and recipes come in many forms, each a unique expression of both the tradition surrounding them and their individual crafters:

  • The most common sorts are delightfully fizzy soft drinks that tickle the tongue all while energizing you. While Merona Pop is spreading throughout Outer World thanks to its owner's deal with the Guild of Shard, smaller, local efforts are becoming more and more common - especially as 3rd Aeon facilities related to their creation are uncovered and reactivated.
  • Each of the surface regions of Outer World has its own sort of tea leaves that can be steeped for a long time and create understated but very distinct potions that tend towards deep colors and strong flavors. From the crimson teas of the Blazing Garden that taste of fruit, to the darker teas of the Wistful Dark that patricians like to drink with a bit of warm spice sprinkled on top.
  • Coffee is mostly found in the parts of the world bathed in the Sun Machine's light and is very popular among travelers. Certain potent beans can be used to make particularly rich potions, though there is much contention on what additives should be used when making such concoctions. It is whispered that Emperor Regulus prefers his black.
  • Certain rituals and materials can produce liquors that make for fine potions, though given the time needed for such things these tend to be created by long-lived crafters or organizations. This does make them quite coveted and valued however, if only due to their relative rarities and unique taste.

Saturday, 5 October 2024

Setting: The Eaten Isle

(I asked members of our discord to vote on what part of the setting to write for in October, and the Eaten Isle won out! So enjoy a bit of history of one of Outer World's spookier locales.)

 The Eaten Isle

Adrift in the Shadowed Sea is an accursed place called the Eaten Isle. So known due to its fractured landscape - particularly an inlet sea that formerly hosted a great city and green, fertile lands among other things. It is a dire place, ruined by magic pollution that has stripped away any proper life and leaving only behind bestial husks, twisted flora, and the stubborn dead to wander its many sprawling ruins and bleak landscapes. While certainly not the subject of great ballads and old tales, the Eaten Isle and its history are often on the minds of academics and weavers of magic: it is a shameful, harrowing, and cautionary tale.

So it was

The Eaten Isle was once known as Yeso the Splendid. It was chosen to be the seat of power during the reign of the Divine Rulers in the 2nd Aeon due to its natural beauty, and eventually hosted their holy capital. Great temples and other places of power were erected throughout the island, each intertwined with the forests and lakes around it and connected to the capital via sigil roads. While the Divine Ruler's reign was harsh, Yeso was the Queen of Crystal's favorite part of the realm and thusly spared the most tyrannical aspects of their leadership. Even the Iron King seemed to relax a bit when present on the island - though all living there knew not to cross their monarch, regardless of how his expression might soften.

This peace was disrupted during the 2nd Cataclysm, when rebels from either side of the empire brought the fight to the home of the Divine Rulers themselves. There is no need to go over the various stratagems that brought the insurrection victory, as all are well versed in the stories of how the first mages used the very sigil roads themselves to assault the holy capital, or how Princess Aken lost her duel with the Iron King but finally inspired the people of the island to rise up against him. But needless to say, when this great conflict was ended, Yeso lie in ruins.

Generations passed. From the ashes of the Divine Ruler's empire rose the nations of Akenia and Calian, and those nations grew into fearsome powers themselves. Yeso remained unclaimed by either country, those remaining there happy to rebuild their homes and live quietly among past glories.

Such is the way it went for some time.

During the height of the 3rd Aeon, a conflict erupted between Akenia and Calian. It was one of many small wars the two countries waged, so countless that most of them are forgotten to time. But this one was darker and fiercer than many of the others, as it erupted in the ruins of the holy capital, far away from the soil of either participating nation. Neither the spell-knights or master fleshwarpers there felt a need too hold back so they unleashed the full extent of their power. This drawn out affair ended in a dramatic battle between the Gigaframe Paladinius and a bio-titan called Ragnarok, the two weapons managing to smash each other's spellcore in a final exchange and causing a massive explosion that blasted away all that remained of the holy capital, leaving nothing but a crater behind. 

The mana from both machines infused into the very soil and water of Yeso, and even disastrously reactivated the broken sigil roads. The result was a burst of twisted magic that managed to corrupt the entire island and every living thing on it. It's very nature became crumbling and ruined, as if it was slowly being consumed by some unseen force. It was then the Eaten Isle was born.


So it is

After the incident nothing truly lived on the Eaten Isle. Plants grow in spite of being withered and gnarled, the dead walk and even carry on a semblance of their lives before. Insects and other pests have grown to an enormous size after glutting on the poison that infects the land. The crater that once was the holy capital flooded, creating a bay so deadly that even the fiercest of creatures avoid it. The air is thick with a miasma born of arcane pollution so strong that its impossible to safely traverse the surface of the island without a rebreather.

The Eaten Isle is dreadful place, and yet...

If one braves the writhing flora and gnashing creatures of the rotting forests, they may come across the temples of old and learn a great deal about the 2nd Aeon and its glories.

If one is willing to navigate through the mocking and hungry dead, they might be able to purchase some cursed wonder at the necropolis bazaar.

If one finds a way to plunge into the depths of the sea of slime, they may claim whats left of the very weapons that spoiled the splendid isle.

The Eaten Isle is a dreadful place, but it calls to the adventurous and foolhardy. 

As long as daring souls think they can discover something in that terrible place, it will never want for new dead to join the ranks of its inhabitants. 

 

Thursday, 29 February 2024

Setting: Mariah Doeheart

One figure is on the cover of BREAK!!'s rulebook, featured on a completed character sheet in the back, and scattered in a few small illustrations throughout. This is Mariah Doeheart, a Battle Princess and a character conceived as the closest to an ideal BREAK!! adventurer as one could manage. She went through many iterations during the game's development, initially beginning as melancholy and serious sort but eventually transforming into the eager heroine she is at present.

This blog entry gives her a more detailed introduction in hopes of giving Players and Game Masters ideas for their own characters, as well as giving us a chance to flesh out our mascot a bit. So without further ado:

Mariah being a bit more excited for her next adventure than the rest of her party is
 
 
Her story so far...
Mariah Doeheart is quite fond of her given name. Her parents got it from a great heroine of the early 4th Aeon, a storied warrior who is said to have protected folk in the difficult times following the shattering of the Sun Machine. Her feats included driving off a shadow beast with a small retinue, helping found the first of the Shard cities, and negotiating peace with the Queen of Weeping Shadows. 
 
In contrast, Mariah herself earned the nickname "Poke" as a child due to her habit of getting into places she wasn't supposed to (including some dangerous Akenian ruins where a mysterious little creature she later named Churly Paws protected her) and it stuck with her until adulthood. As a result she has a habit of announcing herself before it's even requested, as if she's trying to make certain that people won't give her another unwanted sobriquet.
 
The child of Starlight Farmers, Mariah's days were split between learning the family trade and her aforementioned expeditions to the interesting places around her home. Her heart was never quite in agriculture, and she found herself yearning for new places to explore as she outgrew her previously favorite adventuring sites. By the time of her 20th birthday, it was clear that her younger sister was far more interested in inheriting the farm than she was and it freed her to move on. When a neighbor asked if the daring tenebrate would escort them to the city of Magia, Mariah took on the job and decided it was going to be a one way trip. She grabbed her things, exchanged a farewell note for a bag of her mom's cookies, and began her journey.

The trip turned out to be even more eventful than expected. She discovered her ability to call forth a Heart's Blade when she had to chase off a patrician who thought it would be fun to test his new sword out on the pair, found out her neighbor was an aspiring sage while assisting them with their first assignment, and even helped retrieve an important tome for a little wizard in grey (even if Mariah was partially responsible for it being lost in the first place). While these first few adventures were filled with close calls and stumbles, they also burned away any doubts or trepidation that Mariah had from leaving home. She'd found her calling.

Noting her enthusiasm, the little wizard even offered her a reward for another task - he needed someone to find a wayward fool of an Otherworlder and bring him back to Magia. With a new quest and a smile on her face, Mariah set out on another adventure.

Demeanor
Mariah is cheerful and enthusiastic, eager to make new friends and seek out new adventures. She'll introduce herself without hesitation, be the first to charge into a dangerous situation, and has a bad tendency to jump to conclusions here and again. While it can be a bit much at times, it's all part of her earnest nature. This, combined with her genuine (if sometimes clumsy) kindness, has earned her more than a few friends and allies.
 
She's also naturally gullible, but fortunately her Cry of the Heart ability has helped mitigate that quite a bit. 

Churly Paws, Mariah's feline-like Soul Companion, is her opposite in many ways. He's reluctant, sarcastic, and often suspicious of people he doesn't know. Sometimes a voice of reason for Mariah and other times just a grouch, he can still be counted on to always come through in the end.
 
Using Mariah in your games
While mostly intended as an example of a completed character sheet and a potential pre-generated character in the BREAK!! rulebook, Mariah can also be used as a Game Master Character. She might be the face of a party of rival adventurers, a friendly random encounter in an adventure site, or someone the players can meet and hire in a settlement.
 
If you like, an older, wiser, and higher Ranked version of Mariah might even be a mentor and quest giver for the party as well. Whether her adventures helped bolster her courage and eager nature or tempered them a bit is dependent on your version of Outer World.