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Seeker's Fate

Genre

Fantasy

Theme

“We stand apart. We are neither Judge, Prosecutor, Defendant, nor Victim, we are Seekers. It is our job to observe and manage the continued existence of the Multiverse”- Seeker History 101. In the center of the multiverse is a world known as Orphana, home to the warriors known as the Seekers, the ones who guard the balance of the multiverse. But as that balance is threatened by schisms within the Seekers, war, and a mysterious enemy, can the Seekers succeed in their duty in this fantasy RPG setting?

Background

Orphana is a world of refugees. The world has existed since the beginning of any recorded history. The first people to settle in Orphana were fleeing their home world, which was about to be destroyed by a world war. The refugees found a beautiful world teeming with life and magical energies. As they explored the world, they found cities that were perfectly preserved, as if they had been built just the previous day. Strangely, there were no signs that anyone had ever lived in any of these cities; there were no graves, no storehouses of food, no personal items, nothing but a bunch of empty buildings. Eventually the refugees settled into the largest city that they assumed was the capital and worked on beginning their new lives on Orphana. For a number of generations their numbers grew, as did their civilization in peace and quiet. Then, one day, an army was seen advancing down a mountain pass towards their beautiful city of skyscrapers and light. A militia was quickly formed to face the oncoming threat, but the Orphanians as they were calling themselves now, had never had a need for an army so were untrained and unprepared. As the Orphanian militia marched out of the city to meet the oncoming army, their leader Darsil rode ahead to meet with the enemy commander in the hopes of coming to a peaceful compromise. Darsil found the enemy army to be made up of barbarians who fought and raided just for the sake of warfare. After speaking with their commander, Darsil figured that the army must have somehow stepped through a hole out of their world and into Orphana. Hoping to resolve the entire ordeal peacefully, Darsil suggested that the commander retrace his armies step so they could get back into their world, but the enemy commander just laughed. He said it didn’t matter where they were as long as there were riches to be had. Having said that, the enemy commander drew his sword and lunged at a surprised Darsil. Shocked, Darsil held out his arm hoping to stave of the attack, but to everyone’s surprise something else happened. A sword appeared in Darsil’s hand upon which the enemy commander impaled himself. Being a bright man, Darsil used the momentary confusion to escape the enemy encampment and made his way back to his own troops. Once safely there, he took the time to marvel at the strange sword that had come in to his possession. It seemed to be made for him and him alone. The handle was just the right length, it was the perfect weight and length; everything about the sword was perfect. Always a curious man, Darsil planned a test to determine where the sword came from. Calling one of his lieutenants into his tent, Darsil swung his sword at him. As the sword drew nearer the lieutenant, he put his arms out in front him in a vain attempt to block the blow. Then came the ringing sound of metal hitting metal and as the lieutenant opened his eyes he found that he was holding a strange looking spear and had blocked the strike with it. Quickly apologizing to the lieutenant, Darsil explained what had happened to him and how he decided a test to see if the same thing would happen with his men. Having confirmed that the strange weapons somehow came from his people, Darsil had his men concentrate and practice until the all had their own unique weapons. With each weapon, it seemed that it had been made specifically for its wielder so as to maximize their abilities. So it was that the next day when they met the invaders on the battle field that the Orphanians won what they had at first thought was an impossible battle.

For the next few years, Darsil and many others studied the strange new weapons. When they noticed that a weapon vanished when its wielder died and that others couldn’t seem to wield another’s special weapon, they concluded that the weapons were in fact some extension of the person who wielded them. Also they noticed that the weapons seemed to awaken some latent abilities in the wielders, ranging from increases in physical abilities to outright control over magic. Realizing the power and danger these weapons represented, Darsil gathered everyone who had unlocked their powers and with them started a school to train others in controlling their powers and in the proper usage of said power.

Many centuries later, the school has grown to massive proportions even as the Oprhanians themselves have spread out and grown in number as well. As they expanded, the Orphanians discovered that their world was in fact a sort of hub for the multiverse. What that meant was it was rather easy to travel from Orphana to other worlds, or vice versa. Fear of invasion, and the occasional threat of an actual invasion led the Orphanins to turn to the Academy, the school that Darsil had founded. Graduates of the Academy were known as Seekers, and it was these Seekers that protected Orphana from invasion. As time progressed though, Orphana began to take an interest in the affairs of other worlds. So Seekers were sent out to explore and observe other worlds. Their explorations made them many friends and enemies and led to the establishment of the Orphana Confederation. The Orphana Confederation was made up of a number of different allied worlds that decided to make Orphana their capitol. Since then a number of wars have been waged against the Confederation and actual armies had to be built in addition to the Seekers in order to stave off invasion. Due to that the Seekers took on a new role. They now served as the guardians of justice, explorers, and protectors.

Things have been going great for the Orphana Confederation since then. The Seekers are making new earth shattering discoveries every day from their travels, there hasn’t been a war in decades, and things seem to be going very smoothly. There are some troubling reports from the outer worlds of the Confederation though. The fringe worlds claim to have encountered powerful unnatural creatures that seemed bent on the total destruction of everything they encountered. But there is no way they could be true, could it? Then there are those troubling rumors that a splinter group of Seekers is striving to overthrow the Confederation and rule the worlds themselves, but the Seekers will neither deny it nor confirm it. Also, spy reports show that some of the Confederations old enemies are building up their armies again. Hmmm, maybe things aren’t going as smoothly as I thought. Contact the Seekers, I may need their help.

 

Antagonists & Conflict

Other Worlds: Even as Orphana made friends and allies, they also made enemies. Some of these enemies have since been whipped out, or made peace with the Confederation, but many still remain hostile towards the Confederation and will take any advantage they can to destroy both the Seekers and the Confederation. Also, while it is true that there are many world still to explore, and that many of those worlds are home to new allies and friends, odds are some are also home to new enemies. Still in other cases the natives of a world are just hostile towards outsiders and attack the explorers because they don’t know not to.

Preservers: The Preservers are a splinter group of the Seekers. Preservers believe that the Confederation is doomed to fall and that when it does it will take the entire multiverse with it. In order to preserve the multiverse, Preserves aim to overthrow the Confederation before this happens and rule the worlds in its place. This belief has led them to hate their siblings the Seekers, just as the Seekers hate them. Both now want nothing less than the destruction of the other. Please be aware though that while Preservers are similar to Seekers in ability, they use their abilities differently. Preservers understand the importance of stealth and deception in addition to strength. They also understand that sometimes something evil must be done for the greater good. What this all means is that Preservers are very hard to catch and function in a similar fashion to rouges and assassins.

Internal Politics: Among both the Seekers and Confederation, there are going to people who don’t get along, and some people who are villainous by nature. Crime still occurs as does difference of opinions, so even among people who are on the same side there still is conflict.

Symbionts: Symbionts have only recently been discovered and are still veiled in a great deal of mystery. They are creatures of immense power that seem bent on the destruction of whatever world they are on. These creatures do not appear to be a by-product of evolution, and dissection of a few suggests that something has radically mutated them from their original state (most of the time they were originally an animal native to the world). This has led many scholars to wonder if there might be someone or a group of someones behind it all, but so far no proof has been found to support this argument.

Wild life: Some worlds are home to some rather nasty forms of life such as giant carnivorous plants, giant reptiles, cats that spit neuro-toxin, etc. Point being that just because nature isn’t evil doesn’t mean it won’t do its best to try to kill you.
 

Special Features

Seeker’s Weapon: A Seeker’s weapon is unique to them and cannot be wielded by another. These weapons appear to be indestructible and are capable of some strange and almost sentient behavior at time. In addition to this, the weapons give their wield more and more power as the progress in their ability to control their weapon. Some popular abilities are the ability to summon the weapon from afar, the ability to conjure and throw fireballs, or the ability to slice whole buildings in half. The Academy has already discovered many different powers that can be awakened, but even they admit that there are still many more to be discovered.

Magic: Magic plays a varying role in this setting. There are spell casters and every Seeker at least has the ability to learn magic. Magic is however limited depending by the world a person is on. Some worlds such as Orphana are rich in magical energies allowing for the easy working of spells while others have little to no magical energy, which greatly restricts what magic can be done.

Technology: Technology again is varied and depends on the world. On some worlds it is intermingled with magic to make complex magical / mechanical devices. Still on other worlds the most advanced thing the people have is a spear. Yet on others the people might travel the stars in space ships. That is the draw of the multiverse; infinite possibilities.

Deities: There are various deities and religions, but other than the actions of their followers they play no real role in this setting.
 

PC Role

Players can take on a number of different roles in this setting. My favorite would have to be having the players be Seekers sent out to explore new worlds and solve the mystery of the Symbionts. Or players could be trying to hunt down or twart the Preservers. Or maybe they are Preservers and have a mission to further their goal of taking over the Confederation. Or maybe they are students at the Academy, or diplomats trying to make peace with an enemy, or soldiers fighting in some world spanning war. There are lots of different roles players can take in this setting.

Comments

I like this, but this will

I like this, but this will make the setting 'huge".

In many ways, each planet will be "Star Trek's Planets of Hats, ( http://tvtropes.org/pmwiki/pmwiki.php/Main/PlanetOfHats ) or Lucas Syndrome (Each planet seems to have one ecology). GM's can try to customize a few worlds (or have re-occuring visits), but really it is going to be a lot of drive by adventuring.

To head towards Moorcockian boundries....
So we are the agents of Balance. That means there must be Agents of Chaos and Agents of Law, knowing that doing extreme in either direction can lead to bad things. These two forces are always going at it, we get involved only when one wins or looks to be getting a significant upper hand.

These agents have "faces" normal agents in the worlds, then they are pretty exotic when they are in their native form.

There is probably a wild card enemy that has its own agenda and alien abilities, just to make PCs jumpy.

There will be an number of other groups that travel between the worlds and utilize them. Each should have their own agenda. Merchants for some. Illuminati for others.

To be honest, this should not just be a fantasy setting. I mean most world can be fantasy, but you will need room to have tech of various kinds as well (As Alternity showed us, Technology is just another special effect of Power use).

Option: Perhaps the characters "travel to the world" by taking over the body of a being there. This keeps your odd equipment to a minimum. You bring some of your skills and your knowledges with you. Thus character creation should be pretty quick.

Option: If we can embue our people with immortality of sorts. They can only be hurt by "soul", thus bullets, arrows, and blasters, hurt them but they get better quickly. Hand to Hand weapons hurt them some and could kill them, but they can heal it back soon. Straight hand to hand combat might actually be more deadily to them. This pushes towards unarmed combat and a better fantasy feel. This also makes our Heroes better with their cooler martial arts and chi powers.

Moorcockian Styles Rule

First oft, I just want to say thanks, this setting was partly inspired by Moorcock, but hardly anyone knows he is! Anyways, yeah you pretty much hit it on the nail. I like your idea about the immortality of sorts as well as the body snatching but with a possible tweek. I imagined that world travel took place through gates (calling them planets implies space, so I'm going to go back and change the names around), and travel through the gates kind of preped the characters for the world they are going to. Like if the were going to a completely aquatic world, the magic of the gate my provide them automatically with either technology or a biological alteration that allows them to travel underwater. When traveling back through the gate some items may not be processed or may be altered such that some weird stuff won't come across the boundaries of the worlds. No one really knows how it happens, it just does. I do like the idea of the eternal champion though having an existence on all planes, its conscious just more or less travels between them, so we could change that. As for the immortality, it explains why when the characters get hit with arrows or bullets depending on where they are they don't just keel over. Also I was playing with the idea of having the weapons sometimes take on new forms in the different worlds to better blend in. Thoughts? But yes, this is a huge setting (I'm not sure I know how to do anything small scale), but I personally like that as there is plenty of room for us to expand it and plenty of stuff GMs and players can come up with. Well, glad you liked it, and please give it a review! :)

mikeb's picture

My thoughts

 I like the background and the buildup you have. It reminded me a bit of a campaign world a friend of mine has, but yours is still its own obviously. The part that loses me a bit though is the interplanetary aspect.

What if instead of being interplanetary, the setting was multidimensional? Imagine a sort of traditional D&D cosmos with multiple planes of existence and in this case multiple physical dimensions (multiple Prime Material planes in D&D lingo)? Does that appeal to you at all?

Thanks, I'm glad to hear

Thanks, I'm glad to hear that! :)

Actually, that was what I was going for. I honestly was drawing a blank on the multidimensions bit when I was writing it (yet I remembered the multiverse, so go figure). My idea wasn't to have different planets like a SciFi game, but different dimensions / planes like you suggested. I'll go back and change the wording so that is more clear later, and thanks for pointing that out! :)

New Setting

I'm still working on names for this Setting and the names of things in the Setting and would appreciate any input. Also, I plan on organizing the setting a bit better and fleshing it out more later, I just wanted to know if anyone had any suggestions for this setting first.

Author

Zack Faust

Setting Concept Score

3.36
3.36
Read review by cptbeefalo
Posted 2 years 12 weeks ago
by cptbeefalo
5
4
4

I have never been a fan of "hub of the universe/multiverse" concepts, mostly because if there are infinite universes, then there should also be infinite connections and therefore, no center or hub! *sigh* But I digress and we are playing fantasy here.

The concept is pretty original; I've seen multiverse RPG's before, but few where you are part of the group that is trying to grow outward somewhat like the Federation in Star Trek. Usually you are defending your world/yourself from the conquesting group, etc.

There seems to be several good thoughts on how characters can play this, and the unique weapon angle is slick. Needs a better written explanation of how they discovered it, but overall very intriguing. I can think of a variety of ways to use this. I also, after reading the comments, think that with some tweaks, this could be a very interesting setting for a game. Or a really good Saturday morning cartoon for 12-yr olds. Not really sure which would be better yet.

The writing is decent; some grammatical and contextual errors, but I get the gist of the concept. There does seem to still be some indecision on some key points, but the overall linchpins are solid and easily modifiable to something the swarm would fully approve of.

Read review by Zack Faust
Posted 2 years 12 weeks ago
by Zack Faust
5
2
3

Well everyone else is doing it so why not review my own as well? I think Seekers Fate is rather unorignal for the most part. I wasn't exactly going for making something shocking, and new when I made this setting, as most shocking and new things are popular for a little while until the shock value wears off, but something that was a different take on something old. To that end I wanted to make an expansive setting so as to not pidgeon hole GMs or us into one specefic area to work on. I always wanted some original material as well though, and where that came into play was in the unique weapon system. Using weapons as the source of a person's power, and having the weapons originate from the persons personalty isn't something overly orignal, but something I haven't seen done in any RPG I've seen. So in short, this setting is more generic, but it is suppost to be broad in order to allow creativity of both us, players, and GMs to work unicombered while inroducing new ideas. This setting though would probably best with a nice new rule system to go along with it try and tack on the big 80 ton guerilla of DnD, so it might be best as a later project if we ever feel like working on it.

Read review by Satyr
Posted 2 years 13 weeks ago
by Satyr
3
1
3

While I like the idea of a Moorcockian multi-dimensional setting, and the idea of  dimensional travelling, this is basically the same as the Gurps Core Setting Infinite Worlds, with a bot more fantasy attached to it and the idea of the innate soul weapons, which I find quite weird (the personality of every single person manifests in a melee weapon? Why?). 

The positive aspect though is that the setting creates a huge setting which nigh limitless different aspects and ideas which can be combined in one; this is not without problems, because this can be overwhelming, so it is important to create a good guideline for "How to create your own paralell universe". 

Read review by Riona Lionheart
Posted 2 years 13 weeks ago
by Riona Lionheart
4
3
4

This sounds really neat!

Read review by mikeb
Posted 2 years 15 weeks ago
by mikeb
2
3
3

If you make those changes you mentioned to make it more clearly multi-dimensional instead of interplanetary, I will modify my ratings. :)