Inspired by the high fantasy and science-fiction evocative images done by late 20th century artists such as Frank Frazzeta, Boris Vallejo, and other such Painters. The primordial world of Morgath comes directly from an old fashioned form of fictional fantasy, a kind of fantasy that's bold and hyper aggressive. While inspired by such old tropes and themes, Morgath is by no means restricted to them, and seeks to amaze in every sense of the word.
When making a character from Morgath, consider their ambitions and goals as their important aspect and their character-defining trait. Most characters start out as part of a simple life, or at least a rather uneventful one. Consider what kind of event would force your character in the pursuit of something greater. Was it greed? Selflessness? Vengeance? Morgath is heavily based off of the various heroic ages, where selfishness isnโt necessarily evil if done right. Morgath reflects the actions of their players; find goals that will leave a legacy on the game world.
It is the year 243 ๐-1; the land of Morgath is an inhospitable land of monsters and evil beings, consuming whatever their power grants them in an endless quest for domination among the ruins of ancient civilization. Sentient beings are restricted to a few small settlements scattered among the overgrown and dangerous regions with little contact between them. The great ruins of civilizations tower over people, regaling a heritage foreign to the land of Morgath. Where once the people of Morgath migrated from the stars on great ships that sailed on the stellar winds, now they all live like peasants after an unknown disaster 243 years ago that decimated the people to their current state.
No one remembers the great calamity that befell the world 243 years ago; the few old enough to remember it have had their minds unceremoniously and mysteriously scrubbed, with only the prophecy of such a calamity happening once more after a millennium has past. There are rumors however that the residents of the current world were not the ones to experience the calamity.
Agnon is the largest and most significant of the settlements, housing refugees from nearly every race in an attempt to save them from the maws of the wilds. Agnon is the prime haven of sentient creatures. There is little in the form of an organized hierarchy in the city, with concepts of influence depending on a personโs own connections with the community. In this period of relative anarchy, the dawn of a new age has arrived. This generation of Morgath holds the chance for its people to become heroes, leaders, and villains, cementing themselves in legends and history for years to come.
Adventurers should beware, the rampant wilds threaten to engulf the unprepared or imbecilic and drag them to an early grave. In a world struggling back to its feet, the supremacy of civilization is lost to the beasts and monsters. The people now gather in tribes, family units, or clans; vying for protection and power even among the untamed world. As an adventurer, it is now your job to realize your own fate in this world, and make it bow to your whim.
Races & Ethnicities: (WIP)
Notable Figures: (WIP)
Dictionary: (WIP)
In-World Rules: (WIP)