Mu. Tomb of Empires. Godling Pyre.
The Jewel Star. The Slaughterhouse System
Graveyard of Empires.
Here is where the story begins, far beyond the civilized and well-settled edges of the galaxy. Though never far from the ambitious dreams of its expectant warlords, hungry heirs, slavering hordes, and mad savants. For eons uncounted, ever since mortal eyes looked beyond the bright rim of the galaxy and saw it sitting there — like an empty throne — it has been the ultimate prize. An irresistible beacon for any and all who might wish to bend the cosmos to their will.
And no part of it more so than the literal and metaphorical centerpiece of the system; the Disk.
Unimaginative so far as names go, yes, but when confronted with a disk thousands of kilometers thick and billions of kilometers in diameter hung around a star as if it were a bauble, words are likely to fail even the greatest poets. Not that those first contenders were the greatest of poets, mind, but the point stands.
For all that its name might be stale, it is a true wonder unmatched in all the galaxy. One accompanied by yet more wonders; stations and worlds guarding secrets of life and death and war. Their names too are known across the galaxy. Atlantis, perpetually sinking. Zerzura, shining world city. Cibola, glittering star forge. Kitezh, the labyrinth of the dead. Hesperides, garden of immortality. And more, each a prize for which empires have fought and died.
Filling the orbits of the system with the ruins of dead fleets caught in their death throes.
Scattering ruins and tombs into every shadow and hidden hole during each brief reign.
As for who built the Disk, who built Atlantis and Cibola and all the rest? There is only a name; nearly as unimaginative as the Disk, the Wrights.
What awaits you? Glory. Power. Danger. Wealth. Enemies.
All can be found on the Disk, so come ye mad, desperate adventurer — graverobber, looter, secret stealer, pillager — and meet destiny.
From the Desk of your Friendly* QM:
So what is this?
Have you ever wanted to play as Indiana Jones or Lara Croft, but with laser guns, cybernetics, and magic powers?
Then this is the quest for you!
Down on the Disk is all about exploring an ancient Alderon Disk — conveniently left behind by mysterious precursors and subsequently filled with ruins and tombs by the march of history — in search of artifacts and strange anomalies to study and exploit. All in service of gaining fantastical power, uncovering hidden truths, and ultimately… uh, doing something impressive. Maybe ascend to godhood? Bring everyone who ever doubted you to their knees? Oh, oh, or topple the gods and lay waste to the cosmos.
Really it's up to you.
Eventually.
First you'll have to survive, not just the Disk and its wildlife** but also rival adventurers, bandits, jealous gods, and of course keep yourself from starving in the meantime. You won't be starting at literal rock bottom, but you're at the bottom of a deep hole the path up is long and treacherous.
Gameplay will consist mainly of two parts; expeditions to the various sites where you will find artefacts, structures, and anomalies to study and then the actual studying of said artefacts, structures, etc. In between you will have to build your facilities, sell off sites and objects to fund your work, meet the locals, and fight off the wildlife as well as rivals. This will be a mechanics light (and those that do exist will be all but invisible to you all), narrative focused quest.
So come along and let's get started.
But… who are you?
Note: This is the first of 3 stages of character creation. Here you're setting up the basis of your character, next you'll be choosing their background and overall ambitions. And in the final stage you will be making purchasing tools and resources to start your adventure, as well as gaining companions and rivals.
[] Species: Cosmetic and narrative choice. Mostly changes how people will act/react to you.
[] Dveugr: Wide, stocky bodied, the dveugr hide their features behind thick armor and wild manes of wiry, coarse hair. Known across the galaxy as obsessive crafters and greedy merchants, they are one of the oldest species still living and have, in that time, spread themselves far and wide and fractured into hundreds of petty kingdoms and empires. Typically standing between 1.2 and 2 meters. (Grey/black skinned dwarves in space.)
[] Yddr: Tall and lanky, with skin ranging from light blue to navy so dark it is almost black, the yddr are one of the oldest species still active in the galaxy. Ranging on average from 2 to 2.5 meters, with wide expressive eyes and delicate features, they are typically stereotyped as graceful acrobats and fragile thinkers. (Blue space elves.)
[] Sylth: One of the youngest species in the galaxy. Brought to life by either a deity (though no one agrees on which one) or a mad wizard (so far no one has accepted blame), this herbaceous species has many varied forms, all by nature sessile. Require advanced systems to achieve locomotion. Stereotyped as gregarious and talkative merchants or flimflammers. (Plant people in encounter suits.)
[] Aadad: Short, with thin limbs and a thick hunched body, the aadad have skin that appears at first glance slimy but is actually covered in a thin layer of waxy substance which helps them retain moisture. Usually standing no more than 1.25 meters tall with coloration ranging from black to various shades of greens and browns they are often seen as sneaky thieves and merciless killers. (Frog/toad people.)
[] Uurz: Broad and hairless, with two pairs of small tusks jutting up from their lower jaw and skin ranging from dusty tans to muted yellows to dull reds, uurz are often thought of as savage berserkers and thoughtless bruisers. With faces typically described as 'pinched' and 'scowly,' they typically stand somewhere just under 2 meters in height. (Orcs in other words.)
[] Khar: Standing between 2 and 3 meters tall, the khar loom menacingly over most other species in the galaxy. Worse yet, their large multifaceted eyes, mouths full of twitching mandibles, and serrated forelimbs do them no favors. Ranging in color from dull browns to lively greens to riots of pastels there are stories of them plying the stars for long eons as cold hunters out of nightmare and ravenous swarms. (Giant praying mantis people.)
[] Human: It's a human. You can be one if you want. Known as the cockroaches of the galaxy.
[] Name: Whatever you want, so long as it's not offensive or too memey.
[] Gender:
[] Female
[] Male
[] Neither
[] Major Discipline (Choose 1 from List)
[] Minor Disciplines: (Choose 3 from List)
- Biology: Whether you want to make exotic toxins, targeted poisons, or edit genes to create monstrosities no god would ever sanction, biology is the field for you.
- Electronics: If you want to command drone armies, control a fleet from the comfort of your bed, or trap your enemies in virtual prisons to torture them for simulate eternies then electronics is wher its at.
- Life-Shaping: Use magic to bend the energies of life to your whim; molding servants, warriors, and monsters out of raw flesh.
- Thaumaturgy: Magic is the ultimate toolset. Break reality over your knee and force it into your preferred shape by spell and ritual.
- Metallurgy: Zinc, copper, steel, titanium. You know the secrets of working with all of them. Moonsilver, orichalcum, mithril, adamantine, and others. These too you have mastered.
- Linguistics: Studying a language can tell you much about those that used it, even beyond what the actual literal translation of text or speech offers.
- Material Sciences: If it's not living, purely magical, weird beyond all normal laws of the universe, or the realm of theoretic physics you can figure out how to make, unmake, or recreate it.
- Necromancy: Death and Unlife. Whether you want to raise shambling hordes of zombies and skeletons, anchor your soul against death, craft servants from corpses, or steal souls from the afterlives this is the field of study for you.
- History: Those who do not understand history are doomed to repeat it. Or something like that. If nothing else it'll be helpful in finding those sites not yet discovered.
- Engineering: Whether you need to build a machine or a structure you have the know how and skills necessary to do it. Eventually.
- Runes: In order to make magic permanent and long lasting (without dumping absurd amounts of raw power into it) you need some way to guide it, that way is runes. Highly prized and often ill-understood, you know how runes work.
- Geomancy: The Sacred Art. Though to whom it is sacred is not often made clear. An immensely useful art that takes the freely available energy (arcane, elemental, divine, and otherwise) in the universe and turns it to productive ends through the building of precise structures.
- Pneumatology: Whether you want to curse people with malicious trickster spirits or bind them into a weapon pneumatology will allow for it. Along with many other options.
- Divinities: None can deny the hands of the gods at work in the world. But few make a study of it (mostly because the gods tend to object, and be in possession of divine power and armies of fanatics), you have though. Whether because you hope to steal godhood, break it, or simply exploit it.
[] Description: Physically describe your character. Completely Optional. I reserve the right to tweak winning options and/or steal bits from non-winning ones. Again, just don't be offensive or too memey and I probably won't touch it much.
Vote by Plan
Feel free to ask questions!
Special Thanks to
@Xantalos for bouncing ideas off of and giving feedback, though all blame belongs to me.
*management reserves the right to alter 'Friendliness' of QM at any point.
**not guaranteed to meet technical or lay definitions of either 'wild' or 'alive.'