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FROM ASHES

The eschaton makes a new canvas by burning the old world to ash. You will paint
a new world onto the empty canvas by deciding the nature of your cycle. Then you
will build the foundation of your story by creating characters, realms, and narrative
opportunities.
You build on that foundation through play. Creating your cycle is part of the
game; make sure to have fun while you do it. You'll create the horrible beasts you face,
decide the legacy of your precursors, and basic setting details.

UNBOUND DECISIONS
You don't need to plan everything; a basic outline You will make decisions based on the fiction you
is best. You can tell a more dynamic story by leav- envision. If something doesn't interest you, move
ing creative gaps in your world. Filling those gaps past it. Create a world you want to experience.
during play allows you learn more about your set- Crescent is left purposely open-ended, generating
ting as you experience it. the backdrop is part of playing the game.

F O R WA R D TOGETHER
Your approach is up to you; if a category isn’t rel- Create the new cycle collectively. You can take turns
evant to your setting or doesn’t interest you, ig- or make decisions together. Just remember to keep
nore it. You can return if the missing category ever everyone involved and having fun. If the setting
comes up during play. At that point, you can make doesn't interest someone, allow them to suggest
a decision on the spot. changes to the fiction that will keep their interest.

CONTRADICT YOURSELF
Don't fret if contradictions arise in the backdrop. Alter each choice to suit your emerging vision
The world is a mysterious place — it's impossible and start thinking about character creation as you
to have every fact straight. You might be able to generate the cycle. Build a world that excites you
make a better story by reconciling the contradic- enough to play and experience what you create.
tion or revealing a disturbing truth. Nothing is more important than having fun.

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D E FA U LT A S S U M P T I O N S DECISIONS
Each of the following assumptions is true by de- You will make decisions regarding 3 aspects
fault, but you are free to alter each premise as you
see fit. You determine the cycle.
YOUR CYCLE
1 Choose a phase and decide what's
T H E R E I S H I S T O RY true for your cycle.
The world is locked in an endlessly repeating
cycle that compacts the previous era into an-
other subterranean layer.
YOUR CHARACTER
2 Create your character.
THERE ARE HUMANS
Humans arose and settled the world during the
moonfall. They are mysteriously related to the
people of the previous cycle.

YOUR REALM
THERE IS DIVERSITY 3 Create a location to start your
No single culture dominates humanity or the campaign.
cycle. There are a vibrant mix of people, colors,
and creeds in this world
PA C I N G
Feel free to take a break if you become tired. De-
T H E R E I S M Y S T E RY terming your Cycle, Character, and Realm takes
There is always more to uncover. The world is time. There's a natural stopping point at the end
too vast for any single person to explore over of each aspect of creation.
the course of their lifetime.

THERE IS WONDER
This is a world of ancient cities, lost legends,
and heroism. Magic exists, though its impor-
tance is up to you.

THERE IS INJUSTICE
Those with power refuse to let it go and impose
their will on others. If good is to prevail, others
must stand against them.

THERE IS ETHER
Ether is not magic. It is something more. It's
the sinister lifeblood of the planet and the dan-
gerous light that perpetuates the cycle.

T H E R E I S O N LY M O O N L I G H T
Moonlight substitutes for sunlight. The world is
locked in perpetual dusk, twilight, or gloaming.
The only light we create is of our own making

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THE REALMS
The people of the world divide it into four distinct realms: Metropoles, Fringes,
the Abyss, and the Godrealms. This order represents a decreasing amount of
habitation, but not necesearily an increasing amount of danger. So long as there
are men, there will be war.
Conflict exists everywhere, but the location may determine the type of strug-
gle. Horrific monsters prowl the fringes and the abyss. Envy and rage torment
the metropoles and godrealms.

METROPOLES ABYSS
We thrive by creating huge cities known as metro- The abyss is the wilderness between metropoles. As
poles. They're the beating hearts of humanity and beautiful as it is deadly, the abyss is home to crea-
the strongholds that stand firm against the beasts of tures that defy understanding and imagination. The
the abyss. They're tough and resilient. Abyss makes up the majority of the world.
Even in a metropole, humanity is not safe. Colossal flying jellyfish and ether-charged
Those in power abuse ether to twist the world in beasts wander the world as the unchallenged gods
their image. The hardest structures to change are the of the wild. Sublime, striking, and beautiful, the
ones we build ourselves. abyss is a window into a world without us.

FRINGES GODREALMS
The fringes are frontiers on the edge of metropoles; The godrealms are the dead metropoles of every
they represent the outer edge of humanity's spread. past cycle. They contain of ancient cities. The god-
Whenever it's time to expand our domain, pioneers realms lie deep in the abyss; journeys there require
set out with fire, steel, and blood in hand. horrific sacrifices.
The beasts of the abyss constantly harass the Ancient halls lie in timeless preservation, burst-
fringes, making expansion into the darkness exceed- ing with crumbling spires that break the sky and
ingly dangerous. Terrors and secrets lurk just within fortresses defy reality. Ancient defense systems and
the shadow of our great cities. freakish beasts assure death to those who enter.

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TRUTH
CATEGORIES
You will define your cycle with a moon phase and 8 fundamental truths. The
Moon Phase determines the genre of your setting.

T H E E I G H T F U N D A M E N TA L T R U T H S

ETHER ANCIENTS
What is the nature of ether? What did they become?

LEGACIES MONSTERS
What did they leave? What stalks the abyss?

COMMUNITY PA C T S
What of our societies? What binds us together?

STRIFE CELESTIALS
What tears us apart? What lurks beyond sight?

CHOOSING TRUTH
Select, roll, or create each of the eight truth categories.

Choose a truth from the Roll for a truth by mak- Create your own truth or
three available options. ing an oracle roll. alter an existing option.

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WA X I N G C R E S C E N T WA N I N G C R E S C E N T
The world is a magical post-apocalyptic frontier. The world is a pre-apocalyptic nightmare. Survi-
The abyss dominates the landscape, and settlements vors prolong a dead order or snuff out their world's
are sparse. It's a time for heroism and rediscovery in last dying embers. It's a time for solemn reflection
a new world. in an age past it's glory.

FIRST QUARTER THIRD QUARTER


The world is a conglomerate of different genres. The world is in a dystopian resource war. Ether is
Our socities have begun to rise and take shape. It a finite, and our societies lie on the brink of collapse.
time to discover who we are in a world that is still It's time to take solace in one another or fight to
defining itself. bring light to a dark world.

WA X I N G G I B B O U S WA N I N G G I B B O U S
The world is an industrial, victorian fantasy. Smog, The world is wrought with war and chaos. Strife
ghosts, and energy twist together to create a pres- reaches its peak as power players seek to cement
sure cooker enviroment. It's a time for crime in a their position. It's a time for survival in a conflicts
dangerous world. that threaten to consume who we are.

FULL MOON NEW MOON


The world is a high fantasy magitech dystopia. Hu- The world is grim ashen darkness. Neither sun nor
manity dominates the world with incredible tech- moon hangs in a sullen, hollow sky. Your people are
nology of their own making. It's a time for feats of long gone. It's time to come to term with a tragic
extreme heroism or larger than life stakes. fate you can't fight.

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WHAT IS THE
NATURE OF ETHER?

ENERGY

Ether is the catalyst for progress. It powers technology and Prompt: A super weapon buried be-
allows us to create marvels of engineering and spellcraft. neath the site of an ancient battlefield
1 -33 Ether is the backbone of every society, but it is unpredict- has come to light. There is a mad dash
able. Despite the dangers of ether, we must rely upon it to to recover the weapon by various fac-
build a better future. tions throughout the region.

BLIGHT

Ether is a corrupting blight we cannot escape. It drives us Prompt: A blightflare — the destruc-
to despair, poisons our hearts, and consumes our world. De- tion of an ether crystal, threatens a vil-
34-66 spite the cost, we must consume ether to experience emo- lage on the fringes. Can you marshal a
tion and maintain our sanity. Yet overindulgence transforms rescue effort to transport its people to
our bodies and minds. safety? What stands in your way?

BLOOD

Ether is the intoxicating, scarlet red blood of celestial beings. It Prompt: You have a fatal illness with
carries potent healing properties and allows us to ascend to a no known cure. But there is hope. You
67-100 higher state of being. Ether is a holy medium that can cure any know of a city whose church dispens-
disease and restore the dead to life, but it bears a curse. We are es ether to its followers. Your oath is to
born of ether, made by ether, and undone by ether. partake in their communion.

Characterization: What does ether look like (Glowing, luminescent, dark)? What form does it take
(crystal, powder, liquid, or solid light)?

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WHAT DID
THEY BECOME?

REVENANTS

Twelve of the original fourteen Sorcerer-Lords survived the Prompt: You've had an encounter with
fall. Horrified at the destruction of their society, they now one of the ancient Sorcerer-Lords. They
1-33 labor to bring back their friends and loved ones. Between claimed they would free you of your
their efforts to resurrect their society, they have observed us prison and return your ancient memo-
and measured our worth. They have found us wanting. The ries to you. How did this affect you?
world belongs to the Ancients and the Ancients alone.

UNDEAD

The Ancients attempted to survive ether death via complex Prompt: An eccentric necromancer be-
devices. These devices, however, did not work as intended. lieves there was a flaw in the techniques
34-66 They siphon ether and reduce their users to empty husks. used by the Ancients — they believe
These husks mindlessly attack and drain ether on reflex to they can fix the malfunctions and grant
restore their souls. Undead beings create more undead by people immortality. What's your stake
in the project?
draining ether from the living.

BEASTS

The Ancients became fearsome beasts bereft of sanity. They Prompt: There are rumors of a beast
stalk the subterranean passages beneath the world. Most plague in a nearby metropole. Its estab-
67-100 worryingly, these beasts are indistinguishable from ether- lished Hunters are incapable of dealing
beasts. Some have made the dreaded extrapolation that this with the threat. How does this spill over
too, will be the ultimate fate of humanity. into the rest of the region?

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WHAT DID
THE Y LEAVE?

A U T O M ATA

They left behind their machines. Automata have sprung to Prompt: Every Automata is built with
‘life’ with the moonrise. They are mechanical facsimiles of an overriding purpose. You have found
1 -33 their creators made of synthetic materials, wires, and circuits. one — what is its purpose?
Automata carry a fatal flaw; they lie dormant until a human
or Ancient activates them. Their systems only respond to
human or Ancient commands.

RELICTS

They left behind great magical defenders called relicts. Clad Prompt: An archeologist studying the
in golden armor and golden artificial souls, they defend the godrealms has discovered a powerful
34-66 ruins of the old world. They fight with frightening efficiency, Relict. What is the nature of its being?
terrifying power, and magical potential. Despite their abili- What force seeks to control it?
ties, all attempts to communicate with them have failed.

W E AV E

They left behind a protective barrier that protects the wak- Prompt: The weave has been broken in
ing world from the moon. When we dream, our emotional a nearby metropole by ambitious sor-
67-100 strength allows us to pierce the weave and enter the para- cerers. The chaos threatens to consume
site universe that lies beyond. The moon can taste and smell the region.
dreamers and remakes reality to match their desires and
nightmares.

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WHAT STALKS
THE ABYSS?

BEHEMOTHS

Colossal, destructive behemoths dominate the abyss. They Prompt: A behemoth steals the hearts
leave a trail of death and decay by consuming every drop of still-living creatures. Oddly, creatures
1-33 of ether in their path,. The ether, in turn, fuels their hunger, with stolen hearts achieve immortality
rage, and form. The kind of ether a behemoth consumes de- while the beast persists.
termines its physiology, appearance, and behavior.

A B O M I N AT I O N S

Grotesque abominations dominate the abyss. Creatures ca- Prompt: A faction experiments with the
pable of channeling ether rise to the top of the food chain. blood of abominations to create a bio-
34-66 But life finds itself without ether during the moonfall, kill- logical super weapon. Where are these
ing most and forcing the rest to adapt. For example, a troll’s tests being conducted?
bones atrophy until it collapses into a blob of undulating
muscle while a hydra's heads turn into tentacles.

M O O N S PA W N

The moonspawn dominate the abyss. Moonspawn are be- Prompt: The moonspawn are endless —
ings made of concentrated ether capable of absorbing the there are no fringes. The high walls of a
67-100 energy of other beings. The arrival of moonspawn spells the metropole barely holds back the tide of
complete disappearance of a people. Thousands of aban- monsters. What powers our walls?
doned or devastated towns, cities, and civilizations, stand as
a testament to their dreadful power.

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WHAT OF
OUR SOCIETIES?

IRON

We live in great Metropoles protected by ether barriers. Prompt: A huge Metropole of humani-
There are minor settlements in the dark beyond, but they ty's making lies empty. There is no sign
1 -33 pale before the great cities. Trailblazers — travelers who of attack. No bodies. Their tools and
chart the path between Metropoles, are seen as great heroes. weapons sit idly as if their wielders sim-
We expand our cities by conquering our borders and extend- ply disappeared. What is your connec-
tion to this place?
ing the ether barriers.

NOMADIC

We live in colossal, moving cities. Staying in one place is too Prompt: A forsaken people, sworn to no
dangerous, and the cost of rebuilding what we create is too city, live in the abyss. A terrible sickness
34-66 great. So we roam beneath the banner of great cities, each a has come over them. They need help.
nation unto itself. Our city is our culture. To be exiled from Why were these people exiled, and
a metropole is the ultimate mark of shame. why do you swear to come to their aid?
Which city stands against you?

S C AT T E R E D

We live in disparate, far-flung settlements. Massive swathes Prompt: A trail between two Metropoles
of abyss separate us from one another. Our cities are often has been lost. How does the loss of con-
67-100 small, struggling, and on the brink of ruin. Most of us are tact effect the cities? What your's stake
unsure if anything exists outside of what we know. This is a in the situation?
wild world we don't understand.

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WHAT BINDS
US TOGETHER?

PA C T

The Pact binds humanity against the darkness that would Prompt: A Knight has taken control of
see it destroyed. The force responsible for upholding its au- a settlement to rule with an iron fist.
1-33 thority are the Knights. Clad in artifact armor and ancient What do they seek to gain there?
weaponry — Knights have the strength and speed of a hur-
ricane. All settlements still yield to the Pact and its Knights,
but most people view the Pact as an unnecessary relic.

HUNTERS

Governments might vary from one metropole to another, Prompt: A staggering twelve hunters
but the authority of Hunters binds our disparate cultures. have come together to tackle a threat
34-66 Hunters have a single unifying tradition — their home- lurking beneath a godrealm. What did
towns hold funerals in their honor on the day they take their they find, and why didn't they return?
position. They become legends as they face down terrifying
beasts beyond human ken.

NOTHING

Nothing binds us — criminals and corrupt leaders dominate Prompt: You are in debt to a corrupt
the land. Even metropoles are not safe. Humanity's great and powerful organization. What did
67-100 cities cannot repel the darkness that nips at the edge, let you do to become a tool of their pow-
alone expand. Unable to rely on one another, we must all er? What do you need to do to release
fend for ourselves. Despots, raiders, bandits, and mercenar- yourself from their hold?
ies rule the land.

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WHAT TEARS
US APAR T?

H AT E

We tear each other apart. We cannot overcome our differ- Prompt: There is an underground move-
ences, and our leaders stoke the flame. From birth to death, ment that works against the world's
1 -33 our society tells us that those who do not share our values power players. How extensive is it, and
are savages. Betrayal, lies, and hatred are the driving forces of what's your relation to it?
cultures. Unity is a distant dream — even a common enemy
is unlikely to bring us together.

AMBITION

Ambitious power players tear us apart. They wield endless Prompt: A great mercenary guild seeks
legions of mercenaries to enact their will. Mercenary groups to establish a warrior state and conquer
34-66 vary from scrappy outfits with half a dozen soldiers to impe- the world. It is making movements
rial war machines. Great mercenary guilds drive conflict to against all other factions — how does
line their pockets while we live in the crossfire. this affect you.

WA R

Unending war tears us apart. We are at the mercy of great Prompt: The aftermath of a great battle
factions with terrifying technologies and fanatical legions. against abyssal monsters left treasures
67-100 The war they bring throws our lives into constant turmoil. and artifacts. Who were the victors,
We are all pawns or casualties in a destructive campaign we where was it, and what was left behind?
do not understand.

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WHAT LURKS
BEYOND SIGHT?

CELESTIALS

Deific beings of incredible power. The magnitude and scale Prompt: A celestial has begun to man-
of their abilities defy our understanding — but something ifest into our world. What are its in-
1-33 separates us from them. Some worship them. Others resist tentions, and how do you know of its
or rebel against them. But trying to defy their will is like presence?
standing at the shore of an ocean to thwart the tide. To fight
a celestial is to fight fate itself.

REFLECTIONS

Worlds similar to ours. They look like our world, but differ- Prompt: There is a stable tear in reali-
ent. The people in those other worlds do not look like us — ty that leads to one of these reflections.
34-66 they may have sharp ears, green skin, or glowing purple eyes. What guards it, and how did you come
Sometimes they notice us too. to learn of the tear?

E S C H AT O N

When we peer beyond sight, we glimpse the end. Our cit- Prompt: You have repeated visions of
ies lie broken, and the world completely changed. Madmen the end. Envision it. What is your re-
67-100 whisper that we live in a dream or a single moment in time. lationship to the visions. Can you stop
the end, or is it set in stone?

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