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A collection of prospective roleplaying settings for future G.O.D. Productions Tabletop Roleplaying Games. The settings range from developed roleplaying settings, adapted settings (from television shows, movies and books) and original game settings.
Check the full game page for more information on each game.
The year is 2020, and the Kithain are starving to death.
Capitalism has killed all art, having fed it into the profit machine. The rise of fascism has ground self-expression underneath its jackbooted heel. The invention of the "echo chamber" has weaponized banality, spreading through socialized media like a disease. Glamour is scarce the world over as a result, hoarded by those with the means while changelings of every kith fight and die grasping for just a taste. Fears of novel coronavirus sweeping the globe like a second Black Death spread like wildfire, and nobody knows if the Kithain will survive another expulsion from paradise.
You, the awakened soul, cling to life one sip at a time, like licking dew from a window to stave off your terrible thirst. It's no surprise to you when the day finally arrives. Another kithain, one you've known for years but can't name as a friend as you vie over the same scarce resources, sits across from you and tells you with his last Awakened breath, before the press of banality smothers the last embers of his soul, that the most powerful Dreamer in the city has just tried to take her own life out of despair.
Nobody else in coffee shop sees his faerie soul, ancient and immortal, leave his body. To everyone else, you're just two people having a quiet chat. Looking into his eyes, now devoid of anything you would deem life, you see the hollow husk of your own future staring back at you. Now, you are faced with a choice. You can surrender, accept the inevitable, and begin slipping slowly toward death.
Or you can rage.
Rage, against the Dying of the Light.
And so came our salvation. The weapon we thought was meant to destroy the Reapers simply isolated them, cut them off from their fellows. Instead of a galaxy-wide horde with a single-minded purpose, now each Reaper is alone, stranded, formidable but not insurmountable.
It was only later we learned the terrible price of deliverance. Those few ships that remained ventured out to spread the good news, only to find the mass effect relays dark and lifeless. Without those relays, all travel throughout the galaxy has ceased except for small pockets of nearby worlds. We're cut off from the rest of the galaxy, but we're standing together.
We are the Resistance.
Life in Thedas is violent and full of brutality for all except the most wealthy and affluent. For the poor and downtrodden, for those labeled criminal by virtue of birth, and for escaped slaves, there is little chance of escaping oppression. So when a group of city elves and humans living on the scraps of civilization were offered the choice to leave by a man offering decent wage and treatment, it was the chance of a lifetime. To work hard and live decently. To live free.
And in that place Refuge was founded by the toils of all who came. The town hall was their home for the first winter, preceded only by the lumber mill and a few barns. The next year houses began to be built, going first to the tradesmen to create their wares. But during the planting season that next year, a glint of steel could be seen coming from the west. When a full unit of the Orlesian army arrived, led by the Chevalier Ser Alain de Chevin, they realized that their dreams of freedom had been only that — a dream.
The Apocalypse has come and gone. It wasn't what we thought.
All of the signs were there. The Wyrm's other red eye opened to look down upon us from the sky. King Albrecht sacrificed himself to kill the Green Dragon's champion. No new garou were born to replace the fallen, save only the Perfect Metis, harbinger of the end times. All sides gathered their allies to them, mortal and incarnae, as the Last Battleground appeared in the penumbra, beckoning everyone toward the end.
The actions and stories from that time are now legend among the garou. The umbranauts' journey to deflect Rorg's hurled claw. The purification of the Perfect Metis in the Silver Lake of Erebus, and the gift of Charyss's Goblet which healed the Elder Serpent. The breaking of the fallen Shadow Lord Nightmaster and the destruction of the Nest of Midnight Shadows. The betrayal of the hengeyokai and Stargazers as they opened the Manchurian Pits and loosed the Thousand Hells upon Asia. The falling of the Get of Fenris to the Wyrm as the Dancers led the tribe down the Black Spiral.
Everything culminated in the Last Battle. Every Garou on earth, regardless of their allegiance, gathered upon the Last Battleground, ready for the Apocalypse. Battle lines were drawn, warriors roared at each other from across the field...
... and that is all any living garou can recall.
Star's End is summed up in three words: Proof of concept. The proof that Earth's first extrasolar colony can be self-sustaining based on the technology, services, and raw materials the SGC was founded to discover. Set up in the blackout zone of Earth's Stargate in the Milky Way, and positioned on a moon devoid of naquadah, the base is designed to be far out of the way of any Goa'uld interests. Miners, engineers, scientists, military personnel and support staff work side-by-side in this environment as everyone does their best to ignore the fact they are so very far away from home.
Created and funded by the wealthy yet enigmatic Xavier Sloane, this small colony contracts SGC personnel and equipment from Earth in exchange for the valuable raw materials and technology found throughout the galaxy. Though designed to be self-sufficient, plans for the steady growth of the colony depend entirely on the handful of exploration teams, hand-picked by Sloane from the best the U.S. military has to offer.
It is true that mankind's reach often exceeds their grasp, but it is also true that as soon as they can grasp, they never let go. Such is the case with humanity's presence among the stars.
After the Aberrant War ended with the banishment of every super-powered monster from the Earth, our sights turned once again outward with the aim of settling outside the Sol System. China was the first to launch a serious mission; the Chinese ark piggybacked on the Lito Comet for a four light-year journey to Alpha Centauri. It was generally considered to be a suicidal undertaking, but twelve years later those colonists landed on a lifeless rock and proceeded to turn it into the first extrasolar colony in history: Khantze Lu Ge
Fusion generators cracked the ice caps for breathable air and hydroponics kept everyone fed for almost two decades before the Psi Orders revealed themselves back on Earth. Suddenly, psion teleporters brought huge numbers of new immigrants to the colony, all the technological advancements Earth had to offer, and the terrifying news that the aberrants had returned. When those same teleporters vanished eight years later, the new arrivals had to learn the native LuGeians stubborn self-reliance in order to survive as the colony was cut off from Earth once again.
During the blackout, Earth had hoped that Khantze Lu Ge would fare the best of the extrasolar colonies, being the longest-lived and most stable. They didn't account for the arrival of a powerful aberrant who quickly conquered one of the northern cities and turned the region into a nightmarish and brutal dictatorship.
War has come to mankind's first great foothold in space as the colonists battle for survival against aberrant monsters and their legion of mutated human slaves. Aeon's newly-completed jumpships provide a vital lifeline of food, weapons, and other supplies to the colony, but it is the people of Khantze Lu Ge who will fight and die to defend their home, their Castle in the Sky.
Do you have a problem and nobody to turn to? Do you dream of heroically coming to the rescue? Whether you're a budding hero or someone looking for a savior, Vigil is only a tap away! Download the app onto your phone or mobile device today and join our huge community of people who want their lives to be more super.
Life in Thedas is violent and full of brutality for all except the most wealthy and affluent. Two thousand years have wiped clean the memories of mankind. The horrors of the Blights have faded into legend and myth. With no apocalyptic threat to keep them in check, humanity grew and spread across the face of the world, determined to remove all trace of the fantastical that tormented them for so long.
Two thousand years have come and gone since the last blight. White fire burns atop Cathedral Tower as a new Divine is proclaimed, taking the name Faustine IV. Appearing publicly just once on the tower balcony during her proclamation, she declares the beginning of a new Age. And as she takes her name in homage to a Divine of the honored past, so too will this new age.
The year is 2901, and a new Dragon Age is dawning.
Everything changed when the bombs fell, but it's not like we didn't know they were coming.
Things were looking pretty good for the old U. S. of A. back in the day. Nuclear power revolutionized nearly every aspect of human life. Computers that fit into a single room. Cars that run forever with nuclear batteries under the hood. Robots to walk the dog, trim the hedges, and take care of the washing up. Even our cola got nuked!
But as the resources dried up, there was less and less to go around until the only way to get what we needed was to fight for it. The Great War raged for two decades, then ended entirely in two hours in a rain of nuclear fire that wiped clean the face of the earth.
Some people have survived, whether through sheer luck or by taking shelter in one of the many underground Vaults. Those few remaining emerged from their places of refuge to find great wastelands filled with twisted, mutated creatures and little else.
Even so, the human spirit remained. People took what little their was and began to build anew. Tribals gather in their camps, building new societies from scraps. Feral raiders wander the wastes, preying upon anyone they come across. In the old southwest, a New California Republic emerged, intent on bringing back the values of the old world and restoring the rule of law. Opposite them is Caesar’s Legion, brutal imperials intent on conquest. The world is reshaping itself as these behemoths clash, the calls to war echoing across the wasteland. War ended the old world, and now threatens the new.
Because war, war never changes.
The heroes of the 21st century became its greatest villains. Aberrants walked among the people like gods until they turned on the rest of us and brought the human race to the brink of destruction. In the end, we were forced to issue the Ultimatum: either they left or the destruction would be mutual. So they left, but not before warning all of humanity "Your legacy is our future."
In the aftermath of the Aberrant War, a new world rose from the ashes. Technology advanced by leaps and bounds as the world struggled to pull itself back together. With Earth in ruins, humanity looked to the rest of the Solar System to provide the resources it needed. China moved its economy onto a platinum standard, forming the foundation of a new world economy. Everything started to settle out again.
Then, as promised, the Aberrants returned.
There is hope, though. New heroes are rising, gifted with extraordinary abilities of their own. These psions rise to defend humanity from the prodigal demons. And watching over it all is the Aeon Trinity, a centuries-old organization dedicated to bringing humankind together under one simple credo:
Hope. Sacrifice. Unity.
Sauron the Deceiver, Enemy of the Peoples of Middle-Earth, has been defeated. His shadow is gone from the world of men. His fortress of Barad-dûr, the Black Gate, and the Towers of the Teeth all lie in ruins. The elves have all but passed from Middle-Earth, and the Age of Men is at hand. King Elessar reigns over the Reunited Kingdom, and there is peace throughout the land.
The War of the Ring is over. Now, the work begins.
King Elessar has issued a proclamation to all the Men of the West: Go forth, and reclaim the lands of your forefathers. Go forth, into the land of the shadow, and bring light so that no darkness may ever take root again. The land you work shall be yours and pass to your children after you, and thus will our kingdom rise again.