DoctorNecrotic's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/doctornecrotic A brief thanks
In fact, his work inspired me to do something in the community; whether that be continuing with playtesting (and providing feedback, with or without the Knights of WTF) or developing my own campaign setting (which I hope to get out into the world some day).  When my notes and concepts were for my setting were published in Wrecan's Heroes of Blogging, that only pushed me more to continue to be innovation and create more.  It's been a good month since I've had time to craft things up, as life gets in the way, and now I hear that we lost Wrecan all of a sudden.  Of course, I'm still in a bit of shot, a bit confused, and very much saddened.  Sure, I never met him in real life, but the fact that a random person on the web who has done so much for the D&D community helped not just me to find the strength to finally tackle a pet project I've wanted to do for ages, but the community as a whole.

So with that, thank you very much, Wrecan.
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Mon, 13 May 2013 19:16:04 -0500 http://community.wizards.com/doctornecrotic/blog/2013/05/13/a_brief_thanks http://community.wizards.com/doctornecrotic/blog/2013/05/13/a_brief_thanks
In fact, his work inspired me to do something in the community; whether that be continuing with playtesting (and providing feedback, with or without the Knights of WTF) or developing my own campaign setting (which I hope to get out into the world some day).  When my notes and concepts were for my setting were published in Wrecan's Heroes of Blogging, that only pushed me more to continue to be innovation and create more.  It's been a good month since I've had time to craft things up, as life gets in the way, and now I hear that we lost Wrecan all of a sudden.  Of course, I'm still in a bit of shot, a bit confused, and very much saddened.  Sure, I never met him in real life, but the fact that a random person on the web who has done so much for the D&D community helped not just me to find the strength to finally tackle a pet project I've wanted to do for ages, but the community as a whole.

So with that, thank you very much, Wrecan.
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Expanding A World Part III.V - It's a mad, mad world of darkness
One direction I could go with this is having players find ways to break the rules, resulting in a cosmic force trying to track them down.  A "Men In Black Suits" conspiracy of sorts.  Or perhaps even have the cluster unaware of each neighboring reality, having safety in ignorance.  Only the rare few adventurer is daring enough to try to break the rules and warp to realms not meant for them.  As a result, the ensuing masquerade would risked to be broken.  As a result, the weave and several other factions would have to work together to keep the adventurers in the shadows or take them out as quick and effecient as possible.  For you see, if the masquerade was shattered and the multiverse was self aware, this force could not control the amount of chaos that would break out.  Rules would shatter and Arothe would risk completely collapsing, perhaps forming the model as seen in the "Wibbly Wobbly Timey Wimey" post!

This model would allow for more espionage, dark conspiracy, clever tactics, and masquerade type of gaming.  This model emulates games like World of Darkness, where the forces of the supernatural must avoid being detected by a world not ready to encounter the things that should not be.  While I admit, this concept wasn't nearly as fleshed out as the space-and-time one, this is because I didn't persue this one nearly as much.  However, this concept will probably be left as an option to develop or leave to others to fiddle around with.  In a way, wouldn't that leave more mystery to the setting?  This would allow players to fill in the blanks and uncover things for themselves with that taboo of trying to unveil information that's meant to be protected.
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Mon, 08 Apr 2013 17:46:54 -0500 http://community.wizards.com/doctornecrotic/blog/2013/04/08/expanding_a_world_part_iii.v_-_its_a_mad,_mad_world_of_darkness http://community.wizards.com/doctornecrotic/blog/2013/04/08/expanding_a_world_part_iii.v_-_its_a_mad,_mad_world_of_darkness
One direction I could go with this is having players find ways to break the rules, resulting in a cosmic force trying to track them down.  A "Men In Black Suits" conspiracy of sorts.  Or perhaps even have the cluster unaware of each neighboring reality, having safety in ignorance.  Only the rare few adventurer is daring enough to try to break the rules and warp to realms not meant for them.  As a result, the ensuing masquerade would risked to be broken.  As a result, the weave and several other factions would have to work together to keep the adventurers in the shadows or take them out as quick and effecient as possible.  For you see, if the masquerade was shattered and the multiverse was self aware, this force could not control the amount of chaos that would break out.  Rules would shatter and Arothe would risk completely collapsing, perhaps forming the model as seen in the "Wibbly Wobbly Timey Wimey" post!

This model would allow for more espionage, dark conspiracy, clever tactics, and masquerade type of gaming.  This model emulates games like World of Darkness, where the forces of the supernatural must avoid being detected by a world not ready to encounter the things that should not be.  While I admit, this concept wasn't nearly as fleshed out as the space-and-time one, this is because I didn't persue this one nearly as much.  However, this concept will probably be left as an option to develop or leave to others to fiddle around with.  In a way, wouldn't that leave more mystery to the setting?  This would allow players to fill in the blanks and uncover things for themselves with that taboo of trying to unveil information that's meant to be protected.
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Expanding A World Part III.V (See what I did there?) - Wibbly Wobbly Timey Wimey Stuff So, one of the ideas I've had for developing Arothe is to make it a living world complete with not just multiple dimension, but multiple eras and time periods in which you could visit.  Space-time shenanigans!  This would allow the player to not only travel across realities, but see them develop from multiple points in time.  Plus, I'm already sampling about of series like Planescape, Star Gate, and comic universes in general.  Why not sample Back to the Future, TimeSplitters, Looper, and Doctor Who as well?

What if Arothe developed from the ground up?  In the post-Cataclysm era, it represents something typical of the post-apocalyptic genre.  This world is in ruins and everything is lost.  The new world must adapt while trying to salvage the secrets of the old world.  All of these are common place tropes from the end of the world story.  However, Arothe’s old world isn’t a single one, but many!  Each lost world helps to contribute the fantastic history and development of this bizarre new world.  Things start as a mix of a Bronze through Dark Age.  Some cultures directly reflect Earthy ones, while others are a unique blend or independent creation.  From there, the desire to expand through exploration and industry hits the world, not too different from the age of adventure and exploration itself!  This coincides with a cultural renaissance, not too unlike the movements in pre-Crusades Middle East and 1500s Italy.  You have pirates, oceanic expeditions, the start of global communication, and more.  From here, a colony era and global trade era begins to become established as a sort of less brutal/imperialistic look at the 1600s – late 1800s world, especially comparing colonial/frontier United States and post-industrial Eastern Hemisphere.  Modernity meets magic is what equates to a mix of turn of the century through the 1960s.  This is an era of constant war and turbulence.  Entire nations are wiped out from the arcane and atom alike!  Following the Great War, the world develops in a bizarre new direction.  New advances in magicks and sciences lead to exciting and frightening new discovers… some that should not be.  This mirrors an anachronistic mix of the mid/late 1960s into somewhere before now.  From there, Arothe begins to embrace a new future!  While the Vriorax Corporation has made some success encouraging technological development in an otherwise “barbaric” world for centuries, it becomes king here.  Megacorporations replace traditional government, arcane and super-science based technology flourishes, and the world drastically changes for better or worse.  Things develop further in both ways as Arothe’s sciences have led to unimaginable breakthroughs including hyper-advanced space travel and devastating weaponry capable of wiping out entire planets, while causing constant turmoil in and around Arothe!  This intense tension attracts several paranoid alien races.  Being a cautious world itself, Arothe naturally strikes back and insights galactic and civil warfare.  This leads to a grim dark future for Arothe, greater than the “Great War” itself!  But, since this is only the speculation of mad scientists and farfetched mediums, it is likely that alien contact could go in a much more optimistic direction.  Only time will tell!

Now, most likely, I’d start in a “modern setting”, the post-war world or the cyberpunk world.  In a setting where science was left to explore and develop with only a delicate observation to prevent too much depravity, in conjunction with the awareness of “arcane science”, either setting would promote travel through time, albeit at a very restricted allowance.  As time travel is regarded as extremely dangerous, a guild know as The Temporal Agency (post-human beings who make sure the time streams don’t break from severe paradoxes) are ever vigilant.  Recently, several threats have been appearing throughout space and time that are not meant to be, raising much fear and anxiety among the agency.  Not to mention, several divergent timelines have been created from recently executed Agents who have created a number of harmful paradoxes.  These timelines seek to collapse the true one.

Now, in this module, would time travel be central to the plot?  Maybe, maybe not.  It’d likely be used in several plot hooks to link or expand adventure ideas if anything.  I wouldn’t want it becoming the focus either, as you have tons of adventure in the hub world and beyond as it is.  So, would I keep this?  Perhaps!  As for my barrier idea, this seems redundant with worlds outside of the hub world, as I want those dimensions to have their own sets of rules to contrast or accommodate characters.

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Sat, 06 Apr 2013 17:11:36 -0500 http://community.wizards.com/doctornecrotic/blog/2013/04/06/expanding_a_world_part_iii.v_(see_what_i_did_there)_-_wibbly_wobbly_timey_wimey_stuff http://community.wizards.com/doctornecrotic/blog/2013/04/06/expanding_a_world_part_iii.v_(see_what_i_did_there)_-_wibbly_wobbly_timey_wimey_stuff So, one of the ideas I've had for developing Arothe is to make it a living world complete with not just multiple dimension, but multiple eras and time periods in which you could visit.  Space-time shenanigans!  This would allow the player to not only travel across realities, but see them develop from multiple points in time.  Plus, I'm already sampling about of series like Planescape, Star Gate, and comic universes in general.  Why not sample Back to the Future, TimeSplitters, Looper, and Doctor Who as well?

What if Arothe developed from the ground up?  In the post-Cataclysm era, it represents something typical of the post-apocalyptic genre.  This world is in ruins and everything is lost.  The new world must adapt while trying to salvage the secrets of the old world.  All of these are common place tropes from the end of the world story.  However, Arothe’s old world isn’t a single one, but many!  Each lost world helps to contribute the fantastic history and development of this bizarre new world.  Things start as a mix of a Bronze through Dark Age.  Some cultures directly reflect Earthy ones, while others are a unique blend or independent creation.  From there, the desire to expand through exploration and industry hits the world, not too different from the age of adventure and exploration itself!  This coincides with a cultural renaissance, not too unlike the movements in pre-Crusades Middle East and 1500s Italy.  You have pirates, oceanic expeditions, the start of global communication, and more.  From here, a colony era and global trade era begins to become established as a sort of less brutal/imperialistic look at the 1600s – late 1800s world, especially comparing colonial/frontier United States and post-industrial Eastern Hemisphere.  Modernity meets magic is what equates to a mix of turn of the century through the 1960s.  This is an era of constant war and turbulence.  Entire nations are wiped out from the arcane and atom alike!  Following the Great War, the world develops in a bizarre new direction.  New advances in magicks and sciences lead to exciting and frightening new discovers… some that should not be.  This mirrors an anachronistic mix of the mid/late 1960s into somewhere before now.  From there, Arothe begins to embrace a new future!  While the Vriorax Corporation has made some success encouraging technological development in an otherwise “barbaric” world for centuries, it becomes king here.  Megacorporations replace traditional government, arcane and super-science based technology flourishes, and the world drastically changes for better or worse.  Things develop further in both ways as Arothe’s sciences have led to unimaginable breakthroughs including hyper-advanced space travel and devastating weaponry capable of wiping out entire planets, while causing constant turmoil in and around Arothe!  This intense tension attracts several paranoid alien races.  Being a cautious world itself, Arothe naturally strikes back and insights galactic and civil warfare.  This leads to a grim dark future for Arothe, greater than the “Great War” itself!  But, since this is only the speculation of mad scientists and farfetched mediums, it is likely that alien contact could go in a much more optimistic direction.  Only time will tell!

Now, most likely, I’d start in a “modern setting”, the post-war world or the cyberpunk world.  In a setting where science was left to explore and develop with only a delicate observation to prevent too much depravity, in conjunction with the awareness of “arcane science”, either setting would promote travel through time, albeit at a very restricted allowance.  As time travel is regarded as extremely dangerous, a guild know as The Temporal Agency (post-human beings who make sure the time streams don’t break from severe paradoxes) are ever vigilant.  Recently, several threats have been appearing throughout space and time that are not meant to be, raising much fear and anxiety among the agency.  Not to mention, several divergent timelines have been created from recently executed Agents who have created a number of harmful paradoxes.  These timelines seek to collapse the true one.

Now, in this module, would time travel be central to the plot?  Maybe, maybe not.  It’d likely be used in several plot hooks to link or expand adventure ideas if anything.  I wouldn’t want it becoming the focus either, as you have tons of adventure in the hub world and beyond as it is.  So, would I keep this?  Perhaps!  As for my barrier idea, this seems redundant with worlds outside of the hub world, as I want those dimensions to have their own sets of rules to contrast or accommodate characters.

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Expanding a world part III - Where do I go from here?
Perhaps the dominant continent matches the "weird fiction" amalgamation that I have crafted, a cherry picking of all the genres mentioned in my last post.  From there, have other lands pertaining to a specific theme, perhaps injecting a weird/science fantasy twist to it.  For example, the Center World is an amalgamation of the pulp trope of the "Hollow World"/Lost World and the otherworld akin to Silent Hill and depictions of Hell, with a hint of Warhammer/Warhammer 40K thrown in for "Grimdark" influence.  Since the world is literally an artificial invention of cosmic circumstance, backstories for sci-fi elements like in Expedition to Barrier Peaks and Temple of the Frog aren't as necessary, as the world is established with ray gun and spellbook in the same existence. 

Now, another idea I want to play with is the idea that the world is literally a patchwork dimension with hastily connected plots of land, similar to Ravenloft.  Each plot is seperated by a barrier that differentiates each demi-plane, complete with its own set of rules.  Some dimensions will not allow for magic, lest you risk a paradox (similar to the World of Darkness Mage campaign) and some will not permit heavy anachronisms in technology, possibly resulting in similar reactions.

If not that, have a set time for the world and go off of an "Earthy" type of feel seen in Greyhawk, The Forgotten Realms, and Mystara.  That way, I could develop a living history of the territories without cowboys dueling with knights in heavy armor getting in the way.  An ancient society develops into something more medieval, which in turn becomes industrial, and then modern...  and perhaps into the future!

Of course, most of the content here is pitching ideas, wondering which one I'll probably go off of.  If there's enough interest, I'll form a poll.  I'm interested in going off of just about any idea that's been generated so far, but I'm not quite sure which one to develop.  Either idea works for a campaign setting, I suppose.  The first one allows for a bizarre mish-mash world where every probablility and concept can interact.  The third one provides ideas for my love of time travel, the second one allows for a masquerade type campaign where certain characters must blend into new alien worlds... within a world!  I suppose I can roll with one as my prime concept and have the others as alternate approaches to Arothe, sort of like Elseworlds in DC Comics and Mirrors in World of Darkness.
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Mon, 18 Mar 2013 08:32:54 -0500 http://community.wizards.com/doctornecrotic/blog/2013/03/18/expanding_a_world_part_iii_-_where_do_i_go_from_here http://community.wizards.com/doctornecrotic/blog/2013/03/18/expanding_a_world_part_iii_-_where_do_i_go_from_here
Perhaps the dominant continent matches the "weird fiction" amalgamation that I have crafted, a cherry picking of all the genres mentioned in my last post.  From there, have other lands pertaining to a specific theme, perhaps injecting a weird/science fantasy twist to it.  For example, the Center World is an amalgamation of the pulp trope of the "Hollow World"/Lost World and the otherworld akin to Silent Hill and depictions of Hell, with a hint of Warhammer/Warhammer 40K thrown in for "Grimdark" influence.  Since the world is literally an artificial invention of cosmic circumstance, backstories for sci-fi elements like in Expedition to Barrier Peaks and Temple of the Frog aren't as necessary, as the world is established with ray gun and spellbook in the same existence. 

Now, another idea I want to play with is the idea that the world is literally a patchwork dimension with hastily connected plots of land, similar to Ravenloft.  Each plot is seperated by a barrier that differentiates each demi-plane, complete with its own set of rules.  Some dimensions will not allow for magic, lest you risk a paradox (similar to the World of Darkness Mage campaign) and some will not permit heavy anachronisms in technology, possibly resulting in similar reactions.

If not that, have a set time for the world and go off of an "Earthy" type of feel seen in Greyhawk, The Forgotten Realms, and Mystara.  That way, I could develop a living history of the territories without cowboys dueling with knights in heavy armor getting in the way.  An ancient society develops into something more medieval, which in turn becomes industrial, and then modern...  and perhaps into the future!

Of course, most of the content here is pitching ideas, wondering which one I'll probably go off of.  If there's enough interest, I'll form a poll.  I'm interested in going off of just about any idea that's been generated so far, but I'm not quite sure which one to develop.  Either idea works for a campaign setting, I suppose.  The first one allows for a bizarre mish-mash world where every probablility and concept can interact.  The third one provides ideas for my love of time travel, the second one allows for a masquerade type campaign where certain characters must blend into new alien worlds... within a world!  I suppose I can roll with one as my prime concept and have the others as alternate approaches to Arothe, sort of like Elseworlds in DC Comics and Mirrors in World of Darkness.
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Expanding a World Part II - On Genre So, what is Arothe?  Uhhh, well...  That's a tough one to describe.  While you can call Gamma World post-apocalyptic fantastic-science and call Dragonlance a romantic fantasy, this one is an effort to create the hodge-podge mood.  It's a world not only at war with itself, but with its identity and its reality.  As such, I wanna explore what kind of genres and tropes I'm sampling!

High Fantasy - Well, this is an obvious one.  It's a world where the paranormal is commonplace and pretty well known...  At least on the hub world.  Arcane powers are utilized by those with the talent or those with the money.  Some heroes in these realms are the noble minded crusaders who seek to protect the innocent from the many evils of the world.

Sword & Sorcery - In parts of the hub world and realms beyond, magic and technology are rarer.  The people protect themselves with sheer muscle and savagery as life is cheap.  Those who seek out high powers often fall into the agenda of some dark being.  Heroes in all lands tend to be more ambiguous rather than your typical hero stock. 

Science Fiction - Time travel and space travel are established on the hub world.  Space travel is a lot more common, due to trade with planets and even other dimensions.  It's less regulated due to space being easier to balance than time.  However, time travel is less common due to the amount of damage that can be done to reality.  Time travel is often left in the hands of the Temporal Order, a legion of time travelers that maintain time, only making ammendants if the situation calls for it.  They do offer time visitation services at an expensive price.  Also, higher levels of technology greatly resemble the technology of our own.  Much of the science is driven by heavily plausible concepts.

Science Fantasy - Magic and technology collide!  In the early ages of Arothe, the contrast of magic and science helped to cause the great cataclysm itself.  Many mages have tried studying the sciences as many scientists have began to study the "arcane sciences" in order to bridge the gap.  Magitech is more common than magic itself.  In fact, it has become more common than non-magical scientific discovery.

Space Opera - Fantastic and vibrant life fills the cosmos beyond the planet, either seeking to protect it or destroy it.  Arothe is a central beacon for other world diplomats both extraterrestrial and extraplanar.  Within the main universe and the dimensional rings surrounding, political conflict is almost always high.  Much of the galaxy and beyond is rife with epic adventure, conflict, and drama.

Gothic Horror - There's a dark side to magic and science.  Those who exploit either for selfish ends will corrupt themselves into a disgusting distortion of their former selves.  As a result, many evil factions have arisen from this corruption.  Whether they be mad cyborgs, technophobic beastfolk, the nihilistic elderkind, or many other horrors that be.  While the daytime is full of adventure and thrill, the nighttime is filled with terror and fear.  Dread things lurk in the shadows, waiting for fools to stumble upon them.  Industrialization is to blame for the wrath of nature, nature is to blame for humanity's darkest thoughts. As such, the shadows sometimes dwell deep within our own minds! In fact, there's a good chance YOU'RE the reason for the nightmares that be.

Cosmic Horror - Somewhere lurking in the distance from the hub world and other dimensions is an space between realities.  It should be vacant emptiness, but it isn't.  It's something much world.  The realm beyond the wall of sleep is a place that should not be.  Its existance isn't just a paradox, it's a complete aberration.  Every thing the mind is not meant to handle dwells in the realm.  Some fear the wall is slowly crumbling.

Dystopia – Many communities splintered off from the remains that trash this new world. However, many had a turn for the worse due to their many flaws. Paranoid, isolationist territories became fascist police states, socialized provinces became a communist nightmare. Despite this, many other civilizations have maintained balance in order to prevent hope for the development of society from being crushed by corruption. However, some rare “Utopias” have arisen. Seeing as they're a like minded and small group, they have proven a success. However, these quickly become dystopia for outsiders.

Urban Fantasy – The world of the mystical and fantastic has been modernized by today's standards. Magitech is much more common than mundane technology or pure magic. Many ancient civilizations or realms with a previous “Progress Level” have forced themselves to adapt to a new way of life, or isolate themselves from progress spiraling out of control.

New Weird – Similar to China Mieville and Planescape, there's tons of weird fiction here too! Melding of sci-fi, fantasy, horror to warp worlds both familiar and not. The world has grown far beyond the medieval stereotype and the politics feel equally evolved. The world has science and technology balanced against magic. Technology isn't something to be feared, but rather a neutral party like magic. The world is fantastic without trying to be cliché.

Post-Apocalypse – The world that is now Arothe has been continuously trampled upon and destroyed by cataclysms and dread forces. Invasive powers and species have long since overtaken the planet and realities around this world. Any remnants of the original world are long since killed off. After the end, nothing from the original realm triumphed.

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Wed, 20 Feb 2013 08:59:10 -0600 http://community.wizards.com/doctornecrotic/blog/2013/02/20/expanding_a_world_part_ii_-_on_genre http://community.wizards.com/doctornecrotic/blog/2013/02/20/expanding_a_world_part_ii_-_on_genre So, what is Arothe?  Uhhh, well...  That's a tough one to describe.  While you can call Gamma World post-apocalyptic fantastic-science and call Dragonlance a romantic fantasy, this one is an effort to create the hodge-podge mood.  It's a world not only at war with itself, but with its identity and its reality.  As such, I wanna explore what kind of genres and tropes I'm sampling!

High Fantasy - Well, this is an obvious one.  It's a world where the paranormal is commonplace and pretty well known...  At least on the hub world.  Arcane powers are utilized by those with the talent or those with the money.  Some heroes in these realms are the noble minded crusaders who seek to protect the innocent from the many evils of the world.

Sword & Sorcery - In parts of the hub world and realms beyond, magic and technology are rarer.  The people protect themselves with sheer muscle and savagery as life is cheap.  Those who seek out high powers often fall into the agenda of some dark being.  Heroes in all lands tend to be more ambiguous rather than your typical hero stock. 

Science Fiction - Time travel and space travel are established on the hub world.  Space travel is a lot more common, due to trade with planets and even other dimensions.  It's less regulated due to space being easier to balance than time.  However, time travel is less common due to the amount of damage that can be done to reality.  Time travel is often left in the hands of the Temporal Order, a legion of time travelers that maintain time, only making ammendants if the situation calls for it.  They do offer time visitation services at an expensive price.  Also, higher levels of technology greatly resemble the technology of our own.  Much of the science is driven by heavily plausible concepts.

Science Fantasy - Magic and technology collide!  In the early ages of Arothe, the contrast of magic and science helped to cause the great cataclysm itself.  Many mages have tried studying the sciences as many scientists have began to study the "arcane sciences" in order to bridge the gap.  Magitech is more common than magic itself.  In fact, it has become more common than non-magical scientific discovery.

Space Opera - Fantastic and vibrant life fills the cosmos beyond the planet, either seeking to protect it or destroy it.  Arothe is a central beacon for other world diplomats both extraterrestrial and extraplanar.  Within the main universe and the dimensional rings surrounding, political conflict is almost always high.  Much of the galaxy and beyond is rife with epic adventure, conflict, and drama.

Gothic Horror - There's a dark side to magic and science.  Those who exploit either for selfish ends will corrupt themselves into a disgusting distortion of their former selves.  As a result, many evil factions have arisen from this corruption.  Whether they be mad cyborgs, technophobic beastfolk, the nihilistic elderkind, or many other horrors that be.  While the daytime is full of adventure and thrill, the nighttime is filled with terror and fear.  Dread things lurk in the shadows, waiting for fools to stumble upon them.  Industrialization is to blame for the wrath of nature, nature is to blame for humanity's darkest thoughts. As such, the shadows sometimes dwell deep within our own minds! In fact, there's a good chance YOU'RE the reason for the nightmares that be.

Cosmic Horror - Somewhere lurking in the distance from the hub world and other dimensions is an space between realities.  It should be vacant emptiness, but it isn't.  It's something much world.  The realm beyond the wall of sleep is a place that should not be.  Its existance isn't just a paradox, it's a complete aberration.  Every thing the mind is not meant to handle dwells in the realm.  Some fear the wall is slowly crumbling.

Dystopia – Many communities splintered off from the remains that trash this new world. However, many had a turn for the worse due to their many flaws. Paranoid, isolationist territories became fascist police states, socialized provinces became a communist nightmare. Despite this, many other civilizations have maintained balance in order to prevent hope for the development of society from being crushed by corruption. However, some rare “Utopias” have arisen. Seeing as they're a like minded and small group, they have proven a success. However, these quickly become dystopia for outsiders.

Urban Fantasy – The world of the mystical and fantastic has been modernized by today's standards. Magitech is much more common than mundane technology or pure magic. Many ancient civilizations or realms with a previous “Progress Level” have forced themselves to adapt to a new way of life, or isolate themselves from progress spiraling out of control.

New Weird – Similar to China Mieville and Planescape, there's tons of weird fiction here too! Melding of sci-fi, fantasy, horror to warp worlds both familiar and not. The world has grown far beyond the medieval stereotype and the politics feel equally evolved. The world has science and technology balanced against magic. Technology isn't something to be feared, but rather a neutral party like magic. The world is fantastic without trying to be cliché.

Post-Apocalypse – The world that is now Arothe has been continuously trampled upon and destroyed by cataclysms and dread forces. Invasive powers and species have long since overtaken the planet and realities around this world. Any remnants of the original world are long since killed off. After the end, nothing from the original realm triumphed.

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