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This is a setting that I have been running games in since 1988, mostly using various editions of Dungeons and Dragons. It has the following traits:
{{Breadcrumb Main}}


* '''Inclusive representation''': The game strives to accommodate a wondrous variety of fantasy concepts that represent the diversity of our own imaginations. People of color and LGBTQ identities are the majority of inhabitants of the setting. Furthermore, the setting avoids normalizing the tropes of patriarchy, misogyny, and bigotry, except as sources of unambiguous villainy.
=Meta=
* '''Ethnolinguistics inspired by the real world''': The setting draws inspiration from real world cultures to portray its variety of languages. I hope the setting does this in a respectful and celebratory way. The most common language inspirations include: Albanian, Ancient Greek, Arabic, Chinese, English, Farsi, Hebrew, Japanese, Latin, Nahuatl, and Norwegian.
* '''High fantasy''': Magic is powerful and common in this setting.
* '''High power scale''': Heroes in this setting can not only shape the stories of their characters, but also regions, kingdoms, and even the universe itself.
* '''Magitech flavor''': As the name of the setting may suggest, much of the magic of this fantasy setting is steeped in a technological flavor. Crystals that store data like a computer and complex clockwork mechanisms are not uncommon.
* '''Themes of desperation''': The universe of the setting is almost always teetering on the brink of cataclysm. There are complex histories between factions of the setting, creating challenges to overcome these shared fates of disaster. Moral quandaries and impending disaster are common conceits to explore themes of justice and cooperation in the setting.


=Cosmology=
This section describes common features to the wiki articles that describe the setting, to help guide the reader. There are two main article types:


There are four categories of the setting's cosmology.
# Content: Articles describing the setting itself
# Rules: Articles describing various rule systems and mechanics that can be used to play games in the setting
# Meta: Articles such as this, which describe the information presented within the wiki itself


* [[Integrum]]: The ordered realms of natural laws, where concepts like gravity, life, death, light, dark, heat, and cold function in a consistent and predictable fashion. This is where most typical stories in the setting are told.
==Content Lore Perspective==
* [[Fury]]: Chaotic pockets of elemental dominion, where the natural laws are subject to the fiat of powerful elemental lords that rule there.
 
* [[Strange]]: Realms where natural laws defy conventional intuition, manifesting from dream-logic at best, or maddening nightmares at worst.
Each content article includes a section called ''Lore'', which describes how the information of the article is understood within the setting itself. As a matter of convenience and in service to consistency, this wiki is written from the perspective of the [[Integral]] Origin. All Lore entries are presented from the limits of knowledge of creatures of The Integrum. This aligns with several goals:
* [[Void]]: That which is outside of all and threatening everything else that exists.
 
# This allows for the reader to enjoy a level of mystery present to most players of the setting.
# This allows for a more dramatic sense of strangeness when discussing concepts in the setting that are meant to be truly alien and incomprehensible to logical thinking (such as [[Strange]]).
# This allows for a degree of creative interpretation and elaboration for anyone who cares to run games in this setting.
# The language of the setting itself, [[Enchiridian]], can serve as the language of The Integrum, and can thus be easily localized any real-world languages that may be useful. For example, in this wiki, [[Enchiridian]] is expressed in various forms of English.
 
=Origins=
 
The setting is divided into four Origins of power:
 
* [[Fury]]: The oldest of the Origins, seeking singular dominance of the universe, now imprisoned.
* [[Integral]]: The second Origin, which imprisoned Fury to create order and seeks stability in the universe.
* [[Strange]]: The third Origin, born from damage to The Integrum during [[The Shattering]].
* [[Void]]: The fourth Origin, also born from damage to The Integrum during [[The Shattering]] which seeks to end all things, destroying the universe.
 
={{Category Compendia}}=
 
* [[History]]
* {{Category Creatures}}
* {{Category Glossary}}
* {{Category Languages}}
* {{Category Magic Technology}}
* {{Category Organizations}}
* {{Category Paths}}
* {{Category Realms}}
* {{Category Regions}}


=[[Rules]]=
=[[Rules]]=


==[[Character Creation]]==
* Character Creation
* [[Ability Scores]]: Describes core abilities, like Might, Agility, Wits, Resolve, Defense, and Health.
** [[Classes]]
* [[Player Races]]: Rules for playable races.
** [[Races]]
* [[Player Classes]]: Rules for playable classes.
** [[Ability Scores]]
==Adventuring==
** [[Feats]]
* [[Player Actions]]
* Adventuring
* [[Combat]]
** [[Actions]]
** [[Attack Score]]
** [[Combat]]
** [[Defense Score]]
** [[Attacking and Defending]]
* [[Size]]
** [[Size]]
* [[:Category:Spells|Spells]]
** [[Magic]]
** {{Category Apparatus Spells}}
* {{Category Generators}}
 
=Notes=
 
* Health, fatigue
** What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue
** Relatedly, what if armor didn't have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue
** Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative
** Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative
* Rituals of Parturition are how childbirth works
* Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense
 
* Shattering breaks The Integrum into an arbitrary number of "timeline dimensions"
** Connected by portals (Hidden Form)
** Connected by Strange Sea (Strange magic)
** Connected by Astral Sky (integral, patternsailing)
 
* Obyrith goals are, mythically, to subsume the universe in Strange, by ending "time", because entering the Strange through time happens naturally at the end of time.
** Arcadians don't like this idea because they actually like (and kind of need) time.
 
* Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.
** Destiny heralds are needed to navigate patternsails.
** Pattern heralds are needed to turn the Orrery bits into a helm.
 
* Where are the gods?
** Lucidus is up in the sun
** Excrucius is up in the moon
** Aedifica is roaming around in Golemance supporting the Forge Hearts
** Suentius is in a tower with the Codex in Mercatia
** Nexia is in the underworld, pilgrimages to the Rain Heart
** "Warbeast" is imprisoned in the Ice Heart
** Umbrus is in the Strange Sea
** Summer is empty

Latest revision as of 01:50, 11 March 2024

Main

Meta

This section describes common features to the wiki articles that describe the setting, to help guide the reader. There are two main article types:

  1. Content: Articles describing the setting itself
  2. Rules: Articles describing various rule systems and mechanics that can be used to play games in the setting
  3. Meta: Articles such as this, which describe the information presented within the wiki itself

Content Lore Perspective

Each content article includes a section called Lore, which describes how the information of the article is understood within the setting itself. As a matter of convenience and in service to consistency, this wiki is written from the perspective of the Integral Origin. All Lore entries are presented from the limits of knowledge of creatures of The Integrum. This aligns with several goals:

  1. This allows for the reader to enjoy a level of mystery present to most players of the setting.
  2. This allows for a more dramatic sense of strangeness when discussing concepts in the setting that are meant to be truly alien and incomprehensible to logical thinking (such as Strange).
  3. This allows for a degree of creative interpretation and elaboration for anyone who cares to run games in this setting.
  4. The language of the setting itself, Enchiridian, can serve as the language of The Integrum, and can thus be easily localized any real-world languages that may be useful. For example, in this wiki, Enchiridian is expressed in various forms of English.

Origins

The setting is divided into four Origins of power:

  • Fury: The oldest of the Origins, seeking singular dominance of the universe, now imprisoned.
  • Integral: The second Origin, which imprisoned Fury to create order and seeks stability in the universe.
  • Strange: The third Origin, born from damage to The Integrum during The Shattering.
  • Void: The fourth Origin, also born from damage to The Integrum during The Shattering which seeks to end all things, destroying the universe.

Compendia

Rules

Notes

  • Health, fatigue
    • What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue
    • Relatedly, what if armor didn't have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue
    • Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative
    • Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative
  • Rituals of Parturition are how childbirth works
  • Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense
  • Shattering breaks The Integrum into an arbitrary number of "timeline dimensions"
    • Connected by portals (Hidden Form)
    • Connected by Strange Sea (Strange magic)
    • Connected by Astral Sky (integral, patternsailing)
  • Obyrith goals are, mythically, to subsume the universe in Strange, by ending "time", because entering the Strange through time happens naturally at the end of time.
    • Arcadians don't like this idea because they actually like (and kind of need) time.
  • Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.
    • Destiny heralds are needed to navigate patternsails.
    • Pattern heralds are needed to turn the Orrery bits into a helm.
  • Where are the gods?
    • Lucidus is up in the sun
    • Excrucius is up in the moon
    • Aedifica is roaming around in Golemance supporting the Forge Hearts
    • Suentius is in a tower with the Codex in Mercatia
    • Nexia is in the underworld, pilgrimages to the Rain Heart
    • "Warbeast" is imprisoned in the Ice Heart
    • Umbrus is in the Strange Sea
    • Summer is empty