The Isolation

With the death of the Dragon Tyrants, the magic defenses that protected the citadels failed with them. No longer protected the monstrosities fell upon the masses. Fleeing the citadels groups struck forth searching for safe lands to call home, away from the monstrosities that plagued the citadels.

During the Isolation, new societies were forged out of the old, growing and shifting to meet the needs of their new territory. Each was shaped by the people within them, the pacts they made with spirits, and how those spirits were raised to godhood over time. It is a time of heroes and leaders carving out civilizations from the monstrosities.

People of this Era

This was a time of surprising egalitarianism as leadership was won not through conquest — there was little to conquer — but by gathering and retaining followers. Leaders who did not have the backing of their followers did not retain those followers. And there was little resources to maintain enforcers of the leader's will. With the destruction of trade, education, and built infrastructure the societies are reduced to early iron age status without magic beyond the Pacts that can be made with spirits. No gods yet unless you are playing late in the era after societies with territories are established.

Stories in this Era

Stories of survival are best supported by this era. Either of individual survival, small group survival, or managing the survival of a population. Westmarches games with high settlement and population management aspects work well, as the players are moving from areas of high conflict seeking out areas of lower conflict. As the societies are moving into new territory there are Godswar dungeons and ruins to explore, raid for powerful artifacts, and clear of their monstrous guardians.


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