[ElfWood - Sixcess - Kickstarter] New Fantasy Setting Launch
Promised Sands (http://www.kickstarter.com/projects/129 ... xcess-core
) was our first full setting released and it did pretty well. It's sorta / kinda fantasy - with a large dose of post-apoc.
But ElfWood (http://www.kickstarter.com/projects/129 ... xcess-core
) is pure fantasy (with twists).
Our worlds are always a bit "wonky" - and that's how we like them. Are the twists too much? Or are they not enough?
Elves that are born from trees and grow trees from their heart-seeds when they die - such that their roots, branches and trunks entertwine, growing into the great "Mother Trees" of the forest. Three distinct branches of their race: Vyrden (forest), Stygian (dark) and Sanguine (blood).
Dwarg who have no females and literally "spring from the earth" to be taken in and adopted by "mentor/fathers" who raise them as members of their great "fatherland".
Humans devastated by a blight, a plague - that devastated their reproductive abilities and drove them into a nomadic, wandering existence dependent on a similarly blighted ("scalding") ocean.
Orcs who are born from the remains of elves slain in violence, whose thorny trees produce orcs in the same way that the Mother Trees produce elves.
M'raak halfbreeds - half-elf, half-orc - who wander about, not truly accepted by either branch that created them.
Taurim raised from the bison of the great plains by the humans to "take over" for them when they took to the seas, before the blight. Now they rule the great lands to the west of the elvish isles.
Kague were born from the same plague the devastated the humans, having settled into the dark places and the sewers.
Drey, also raised from the creeping things of the world, who live a hivelike existence, hunting the Elves for the life magic in their heart-seeds.
Windsormen, the living ElfWood statues of men who once crewed the greatest of their vessels -- the Wind Soar. Wandering in unlife, unable to retain memories more than 30 - 50 years.
The world is Lakates, a ringed world, full of life, light on minerals, dominated by the elven culture, on the brink of war, facing the portents of prophecy.
We strive not to present a "metaplot" to the world, rather to tell the whole history and give GMs the freedom to establish their own games within the timeline whenever they see fit. No future products to change the timeline. No force-feeding timeline updates through newly released products.
We're trying very hard not to box anyone in - and we encourage GMs to creatively alter anything we present to better fit their gaming groups.