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Circles, nine in number / drawn in the sands of time

 

The face of the world has been changed irrevocably by the Omega Event, when Azalor Maltheridas finally emerged from his millenia-long slumber within his three towers and threatened to undo all of creation. Six adventurers took up arms against him and his minions, and stepped through the rift he opened to an impossible place to do battle with an impossible foe. It is apparent that they succeeded, else the world - and perhaps all of existence - would have ceased to be.

However, in the wake of the Omega, the world faces new challenges. Ancient ruins, once buried beneath the sands and waves, have risen, bearing the promise of treasure for those bold enough to brave their depths - and the monsters that have also awoken with them. A reshaped, scarred landscape causes political turmoil as boundaries are redrawn, and conflict inevitably rises when diplomacy fails. Meanwhile, the nine Forces - the very fabric from which the reality of Trinity is woven - have begun to unravel, losing their strength, and societies reliant upon them begin to sense that, while the end Omega sought has been averted, perhaps it has only been replaced by another.

The echoes of what has come linger in time maybe lost. The future of the shattered reality of Trinity is uncertain. The very nature of existence seems to be changing, and as the old guard slowly passes into memory, new individuals must step forward if the truth is to be found and the future saved. Can the decline of civilization be stopped? Can the Forces be revived? Or is all of existence doomed to become a pale shadow, a mere echo of what it once was?

 


 

It is the year 86 by the After Omega calendar, and the Forces of Trinity continue to dwindle in power. While Magic continues to reign ascendant after its resurgence over fifty years ago, rumors persist that Technology and the Primal Forces have seen similar halts in the waning of the power... but perhaps it is too little, too late. The world has moved on, and continues its seemingly-unstoppable slide into the oblivion of a reality in which the Forces have no sway.

However, life carries on. In western Loar, the remnant city-states of the Ronkan Empire continue to vie for territory and supremacy against one another, their squabbles unabated by the vast changes in geography wrought by the Omega Event. The waters of the Bugross Sea have grown turbulent, as of late, and some claim that one town in particular lies at the center of these uncertain eddies: Caerrag. Some fear that these strange omens portend that the city will fall to a jagd, as nearby-Mullonde already has; while others claim that the town was once the site of an ancient grove of myrrh trees. Regardless, the taxes out of Caerrag have ceased to flow, and so investigators from Gariland have been sent to ascertain the status of the town and its people.

In an asylum off the southern coast, something wicked has awoken, a dream made manifest, and what was once a place of respite and calm has been shattered. Surrounded by an impenetrable yellow fog, a small band awakens in the basement, with no recollection of who or where they are. Confronted with strange creatures, disturbing dreams, and an extreme form of amnesia, can they ascertain what happened here and escape, without succumbing to the all-consuming madness around them?

 


 

This section has all the information regarding the setting: geography, political bodies, lore, and all that of that sort of thing. If there is important mechanical information relevant to a topic, it will typically provide a link to the relevant mechanics page, but note that some mechanics pages have lore in them, as well.
This section is home to all of our Trinity-specific d20 mechanics: a mechanical system that, for the time being, is referred to on this wiki as "t20v4." Everything you need to create and play a character within the context of the worlds of Trinity can be found in this section.

 

This section is home to the game system we spent several years developing, called Journey. Note that it is... incomplete, and at this time my efforts are more focused on making t20v4 behave, in some ways, like we wanted Journey to behave.
This section is a very rough record of the various metaplots, campaigns, and games played in Trinity, generally using both the setting and mechanics, as outlined above. This section is more for record-keeping, but might also eventually be used to store logs and such for various games.