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Orphans of Atlantis Campaign - Dagger Cove (Saturday)

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Wynter R.
Orphans of Atlantis Campaign - Dagger Cove (Saturday)

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# Orphans of Atlantis Summary

#### Premise & Setting:

Orphans of Atlantis (OoA) is a world campaign setting based on the myths of the fall of Atlantis and what comes after this point for the sapient races of the world known as Dharratee (धरती) know alternately as Dhar (पृथ्वी). The Atlantean Empire was built by a forebearer race of humans, who used a mixture of magic and clockwork technologies to develop colonies on all the know regions of Dhar.
The Atlanteans, and the world they built is in decline, and stories that were once considered history, are now turning to myth and legend. Our story begins in a colony known as the Dragon's Spine Archipelago, isolated by sea from the larger continental colonies to the west, and more specifically, the Kingdom of Austropolis in a town of about 500 people called "Dagger Cove"

#### Conflict:

Where magic and mechanical devices were once common place, and the civilized people of the empire have come to be dependent on these luxuries, there is now a dwindling of resources in the colonies, as trrade from the Imperial City abrubtly stopped and no word from the capital has been has been heard in over 200 years. Initially, when no new ships arrived from the continent of Altantis (to the east), existing portals to the imperial city 'stopped working', and ships sent accross the Eastern Sea did not return, rumors of the end of Atlantis spread throughout the colonies.
In the resulting power vacuum, governors of most colony's provinces created small kingdoms that compete with each other to secure the remaining bits of Atlantean magic and technology left in the world, as well as increase their control over the colony at large. Within the Dragon Spine Colony, a tense rivalry between the three provinces of Boreal, Median, and Austro has created an "arm's race" in the attempt to coerce the other provinces into assimilation, either through threat of war, or marriage.
This arms race has trickled down to the adventurer level, were guilds compete with each other (via adventuring parties) to find and deliver magical artifacts and technologies to the monarchs. There are rumors that some guilds may take contracts from competing monarchs, as they seek to promote their own power and influence in the island chain. Those individuals who do not ply a standard craft within a settlement or live off the land are forced into said adventurer guilds in order to make a living.
As a result, guild teams often come into conflict, both between guilds, and sometimes within a guild itself. It is not uncommon for competing guilds and provinces to attempt to 'recruit' particularly successful teams, and 'fire' nonperforming teams. If the characters wish to both survive and thrive, they will need to demonstrate value for their guild and eventually, the province.

#### Tone:

The tone is one of a high fantasy civilization recognizing their standard of living is threated by the lack of magical and technical goods from the Imperial City, and so a tone of frugality, lack and greed has begun to affect the citizens of the Archipelago at all economic levels. Women who were once idle while magical spells did the majority of the housework are now rising at dawn to keep their homes in order. Men who raise food have now had to return to the plow and mule since their farming automatons have fell into disrepair and rust. For those who lack the talents of the production crafts, the need to join and adventurers guild is very real. The alternative is to go into the wilds and live the life of a hunter-gatherer.

What to Bring:

  • Dice, Pencils & Paper
  • The character you created with us or contact me about creating a character.
  • This event is limited to Guild members
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