Most of the planet's inhabitants live in small enclaves, villages, and isolated settlements, separated from one another by vast stretches of hostile terrain. Great cities and powerful factions exist, but they are the exception. Because the demands of survival are largely the same everywhere, certain skills appear in virtually every community; warriors, survivalists, psionics, and scavengers among them. Sorcerers and scholars are rarer. The “known world” is, for most people, a small place.
The player
characters are usually something rarer still: the ones who walked away from their communities.
Whether driven out, drawn away, or simply unable to stay, they now belong to a
wandering class that exists between settlements. Most will have come from one
of the small communities described above, though some may have broken from a
larger organization.
Player
characters can most often begin free from any overly restrictive obligations to
factions, groups, cities, or specific tribes. They may also belong to a small
community independent of the great empires and organizations. The purpose of
this is to allow them freedom to act and to gradually come into contact with
the world. This arrangement lets the characters discover the world at the same
time as the players themselves.
For the
same reason, and because the vast majority of the planet's inhabitants have
very limited knowledge, the players begin without major details about history (usually
limited to one or two generations before the character at most, plus a few
scattered legends). Their grasp of geography should not extend beyond the land
they have crossed on foot (roughly a hundred kilometers at most), though even
the most sheltered character will know the mountains on the horizon and the
direction of the nearest great body of water, if one exists within sight or
legend. Their understanding of technology is minimal; they know of the
existence of artifacts from the progenitors, but except for some specific
skill, they can barely distinguish technology from simple sorcery.
Likewise,
the power of the great empires and groups is mostly unknown to them, unless
they live near one, in which case they will have heard of its influence,
generally negative or at best dubious. Even those who are part of a great
faction or organization rarely see beyond their immediate role within it.
It is also
possible to run a campaign in which the players are part of a powerful empire
or group, where their movements are restricted and they must carry out missions
and follow orders until they decide to desert or rebel, etc. This kind of
restrictive campaign, however, is not the standard I prefer.
Therefore,
here follows a list of possibilities that explain why the players are wandering
more or less alone, or in a very small group, throughout the world. Roll 1d6,
than 1d8, and check the table below (or choose your own story!).
Mixed groups,
made of characters of different origins, colors and even species are permitted.
| Clyde Caldwell |
1. Your
settlement/tribe was destroyed by...
1.1. Dangerous
beasts.
1.2. A
large faction.
1.3. Famine
or plague.
1.4. A
progenitor or titan.
1.5. An
enemy clan.
1.6. An
ancient machine.
1.7. A
criminal horde.
1.8. Something
unknown. You came back from the fields to find ruin.
2. You
were once a slave, but...
2.1. You
escaped during a crisis.
2.2. You
deserted as soon as they trusted you.
2.3. You
bought your freedom.
2.4. An
owner let you go quietly.
2.5. A
rival faction freed you as a political gesture.
2.6. You
outlasted or killed your owner.
2.7. You were
set free to be hunted for sport.
2.8. You
participated in a rebellion.
3. You
were expelled from your group, because you...
3.1. Were a
thief or tax evader.
3.2. Committed
assault, justified or not.
3.3. Blaspheme
against authorities or deities.
3.4. Show
mercy when you shouldn’t.
3.5. Refused
to follow orders.
3.6. Accidentally
offended powerful people.
3.7. Became
the target of an envious rival.
3.8. Were
cursed or persecuted by outside forces.
4. You
were cast out or abandoned, because...
4.1. There
was not enough to feed you.
4.2. You
were orphaned and had no kin.
4.3. You
found out some inconvenient truth.
4.4. Lost
during a crisis and never found by again.
4.5. You
lost a public dispute.
4.6. You
were physically different.
4.7. Your
group disbanded after a loss.
4.8. Your
mind was just too different.
5. You simply
woke up...
5.1. In a
vat in a ruin, fully grown, with no memory of before.
5.2. Alone
in the wastes, days from anywhere, with no idea how you got there.
5.3. In a
stranger's home, after they rescued you from a disaster.
5.4. After
a fever that left you like dead for days.
5.5. In a
cell, with no memory of being put there.
5.6. Half-buried
after an earthquake.
5.7. After
being left for dead by a rival. Buried, dumped, or simply abandoned to die.
5.8. Surrounded
by other victims of a man-eating monster.
6. You
escaped abduction, just before being...
6.1. Sold
at a slave market.
6.2. Sacrificed
by a cult.
6.3. Conscripted
into an army.
6.4. Robbed
and killed on a trade road.
6.5. Used
as a test subject by the Progenitors.
6.6. Eaten
by cannibals.
6.7. Branded
as cattle.
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