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Though the world was born with magic and wonder, not all are born with such a gift. And though
this magic helped the races out of the despair of the Dark Ages, it was the inventions of both
dwarf and man alike that eventually brought everyone into an age of technology. The old ways
of magic and mysticism were never forgotten... just simply set aside in favor of the television
and car. But as the world divided over two wars, and eventually began to unite again under the
banner of capitalism, the individual became more and more obsessed with worldly possessions.
Greedy companies trying to outdo each other eventually gave way to a global crisis...
With global warming on the rise, and new wars being raged over the rights for oil and coal grew
fiercer and fiercer, the magical forces that wove through all of the known world grew angry. So
angry, in fact, that it began to strike back. At first, druids and sorcerers were thrown out of public
forums as laughing stocks- lauded as nothing more than hippies with an agenda. It wasn't until
scientists stepped forward with a startling discovery that the profiteers finally listened.
Areas of the world were under threat from nature's own forces. Reports of witches and
elementals attacking small villages emerged from Russia, and rumours of horrible creatures in
the Australian outback had been proven true via long-range photography and satellite feed. It
was here at the Great World Summit that everyone realized that it was far too late to go back on
the harm they’ve done to the planet- but the wrath of Mother Nature could be halted.... at least,
for a time.
At groundbreaking speed, legislation was pushed through by the UN and most countries of the
world to seek out alternative fuels. Nuclear power became more and more common, and in little
more than two centuries, the world entered the Second Industrial Age. Technological
breakthroughs came so rapidly, that companies began to work together to help keep up with the
demands of rapid progress.
However, it was all too late. About 60 years after the Great World Summit, Mother Nature made
its first big move. Sweeping disasters wiped out most of Russia and Australia; and in a matter of
weeks, Nature had proven it's point. It was only after Sydney had become a last bastion against
her forces that the attacks just stopped, and the earth became peaceful again.
Years became decades, decades spanned into centuries, and the world churned onward, just
as it always does. Unwilling to leave their precious Motherland, Russia is now home to Thorin‘s
Bastion- a giant train city that weaves all around Russia, stopping only for natural resources and
produce from farms, before moving once again. Sydney lays abandoned, a huge floating city
now over it as a refuge for Druids and mystics coming to study the monsters and plantlife.
The world may have all but forgotten the Great World Summit, but now magic has earned its
place right alongside the miracles of technology. Megacorporations born from the Second
Industrial Age are just as powerful as world governments, and the world has fallen into a
dystopia. Greed for money and lust for power rules above all else, and for many- it's a daily fight
for survival.
And Mother Nature? She just watches on…
World Religion
● Modern religions + a few race-specific
● Religion isn't as prominent on the whole as it used to be
● "Druidic" religions *are* more popular, though. Pagan/new age/hippie religions are more
common with magic folk.
The Oni King: Said to be the first Oni in existance, this god is still venerated by Oni kind today.
He is a god of power, luck, and revelry- all things near and dear to an Oni's heart.
Thorin Goldhammer: Revered by the dwarves as their chief god of industry and glory through
hard labor, he is also revered by the Gnomes as one of the first and greatest minds in the First
Industrial Age. Though not necessarily a deity by his right, centuries of veneration have
ascended him to godhood.
The Primal: Some call it Mother Nature, others Gaia. In any case, the Primal refers to the
magical energies that are woven into our world. It's the rain that falls, the wind that blows, the
fire that cooks your food and the trees that grant you shade. Though not referred to by this
name, the Primal is a staple part of many Pagan and Druidic belief systems.
Example Races
This is only a short list of example races, but you can play as (most) anything you want as long
as it fits the setting. The only hard rules here are no aliens, and no mutants (ala super heroes).
While demons are allowed, angelic beings are not. Also all animal-based racial ideas must be
ran by the GM before character creation. Psychics are fine, but keep in mind that all psychic
powers fall under “magic”, ala D&D psions. If you aren’t sure that something’s allowed- ask the
GM!
Elves: Can be found throughout the world, but the highest concentrations of them are in Europe
(usually near/around the UK) and India. Most of them are inclined to follow their natural links
towards nature and the fae, if they are religious at all. However, the Elves that reside in India
are more inclined to follow the Hindi faith over any other religious system.
Oni: Reside mostly in Japan, but some are found in China (Hong Kong) as well. After having
been culled due to their primal nature in the distant past, the Oni still alive today usually make a
living either as yakuza or pmc brutes, or take on labor-intensive jobs.
Vampires: There is no dispute as to where the first vampire came from- Transylvania. Though
it's difficult to find any copy outside of a classroom, the account Bram Stoker wrote is the first
historic chronicle of a vampire that is still known today. These days, vampires can be found all
over the globe- with some variances depending on region. Though in the older ages, vampires
were hunted down en masse, they are now treated more so as citizens- so long as they obey
the laws of society.
It’s the year 2471, over 350 years have passed since the end of the Second Industrial Age. Your
group is part of a newly-minted PMC: Hogo-sha Inc. Ran by an old Oni that simply goes by
"Nakano-san"; your group is based out of Neo Tokyo, Japan. Your company prides itself on
advertising that it will take on most any job- big or small, you'll do it all. Make no mistake, while
some of the jobs you'll embark on will be far more grizzly than others, Nakano-san seems to
have a desire to try to make the world a better place for everyone… most of the time. After all,
money talks. And the last thing you want to do is to tell a multi-billion dollar corporation 'no'
when they come knocking on your door...
Magic vs. Technology: While both are very prevalent in the world, the two aren't nearly as
incompatible as one may think- with some exceptions.
● Any organic being with the ability to do so may use magic. Magic comes in a plethora of
varieties, but all revolve around the manipulation and use of the Primal.
● Magic cannot be cast through regular technology. If you try to cast a fireball through your
robotic arm, your arm will explode! If you cast it through your organic arm, you'll be fine.
Keep this in mind if you want to get robotic limbs. HOWEVER...
● Magitech is becoming more and more popular among casters! While also not compatible
with regular technology (often called “regtech”), magic can freely and safely be used
through implants and devices. Keep in mind- regtech and magitech are NOT compatible.
You cannot use magictech to hack normal technology, neither does it work the other way
around. You also can't have both normal and magitech enhancements at the same time.
However, you can have both magitech and normal tech as gear, so long as it's not linked
together in any physical fashion (i.e. cables, plugs, etc.)
● Technology is still the most commonly used kind of tech on the planet, and magitech is
still only being used on a smaller scale. Magitech is more commonly used in weapons,
augmentations and enhancements, and sometimes small-human sized robots.
● Regular technology cannot affect incorporeal creatures, unless otherwise enchanted to
do so. Only magic and magitech can (for half damage, unless it has the ‘affects
incorporeal’ trait specifically).
Three Questions: As you are creating your character, there are three questions you should
keep in mind.
1. What made your character decide to become a mercenary?
2. Who is someone your character has wronged, and why? (This can be a group or
an individual.)
3. What is something your character would kill to know or have?
DO NOT WRITE THE ANSWERS ON YOUR CHARACTER SHEET! Instead, send them to your
GM via discord. If you can’t come up with answers immediately- that’s okay! The GM will be
happy to work with you.