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Rym’s largest continental mass is Penduk. Its climate ranges from sub-arctic Freilu to tropical Cekus, with a number of unstable wasteland regions still recovering from the great Automatic War seven hundred years prior to the current age. The world is sparsely-populated, its inhabitants having only recently reclaimed the land from the utter ruin of the previous era, the so-called Golden Age in which the Creator State grew powerful enough to challenge the divine will of the Amai, Rym's ruling caste of demigods. This is the era now referred to as 'The Bygone'.
The weapons and aftershocks of the Automatic War caused roughly a third of the continent to break apart and sink. The New Sea itself was once a vast underground domain, while the divine paradise now called Endland best demonstrates the sheer destructiveness of the conflict. These cratered areas are shot-through with jagged fault-lines, chasms, and geological upheavals where the shockwaves of the war are recorded in the very landscape. The visible profusion of craters, called ‘tons’, are distinguished by their unnatural size and shape, caused not by impacts or explosion but by the wholesale disintegration of entire regions, and subsequent collapse of the surrounding landscape into the void left behind.
By the late third age, shown here roughly seven centuries later, Penduk is well on its way to ecological recovery. The ruins of The Bygone are largely crumbled away or overgrown, though there are some regions where the lost Creator State remains clearly visible, with remnants of the old world still exposed. This is more common in the southern region where the war was concentrated, and in other regions deep underground, where forgotten shelters became tombs for the majority of the conflict’s would-be survivors.
World Atlas: An enormous world shattered by war and ready to be rediscovered by the adventurous, ambitious, or desperate.
Nations of Rym: Geography devided into the different factions and countries of the world.
Worlds Beyond: Rym isn't the only planet to harbor life, and even its moons are yours to explore.
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Who knows what you’ll dig up out there? Some of this stuff is still in working order, or it might just be good for parts and improvisation. Here you’ll find a host of reimagined relics and technological variations on classic magic items. Some are new skin on old bones, others entirely unfamiliar, unexpected, unorthodox, or misunderstood. Gun wands, potion pills, automatic mounts and aerodynes, radiant batteries or repurposed robotics. The artifacts of the old world are the new world’s magic items, and most of them are forbidden without the express permission of Her Excellency, the Decider. You better have the right paperwork if you want to scavenge the wasteland, or a good guild contact to fence your ill-gotten gains. What's on this week's bounty list? Fine screws? Gold lightwire? Or a box gun that shoots out invisible fire?
Future Magic: You know what they say about technology? It's magical misunderstanding waiting to happen.
Artifacts of Old: There are legendary relics out there that some people would do just about anything to have.
Wondrous Vehicles: Need a horse? Try biking. Or submarines for sunken skyscrapers, or why not a scavenger juggernaut?
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Rym can be a campaign setting all its own, or a place for any group to visit. It’s built to welcome or even abduct outside influence, allowing for a wide range of unexpected appearances within its precinct. Exploration and adventure in this largely-empty, unclaimed world provide the sandbox in which campaign and story directions take shape.
Herein you’ll find the history, maps, cultures, innovations, and stories we’ve used to bring this world to life, along with all the information you’ll need to generate native characters, or import them from other settings. Maybe they’re trying to change the world, or maybe they’re just trying to get home.
Rym’s backdrop is the aftermath of a war between the mundane and the fantastic, a conflict between mortals and gods which destroyed both and left the world in ruins. The kuil, which amount to Rym’s human race, were either driven by apoplectic hubris and jealousy or the earnest desire to be free of divine manipulation – you’ll be the judge of that, and the story will play out accordingly. Magic pitted against technology isn’t a new concept, but we’ve tried to give it our own unique spin and a particular aesthetic found in the early computer age. Anything magical can be replicated by mundane means, given world enough and time, and all throughout these pages you’ll see many examples of the kuil nation’s effort to ‘improve’ upon the arcane and miraculous. This an important theme in this setting, for what happens when a civilization outgrows its age of wonder, and the wonder won’t have it?
The First Age: A world of high fantasy, great magic and monumental powers, gods and dragons, heroes and monsters.
The Second Age: An industrial revolution, the great war between supernatural and superpower.
The Third Age: A post-apocalyptic reincarnation of the old world and the new, the current era of Rym.
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What’s in a world without some adventure? In this section we’ve got plot hooks, encounter tables, adventure seeds, and the big one, Blue Hour Mall, which encapsulates the world’s themes, flavor, treasures, and history in one package. Take any of these ideas and run with them, customize them, or use them to generate new ones of your own. Whether you’re local or just a visitor, you’ll find something to do in here, whether you want to run a campaign or just write a story. We've got more in store, of course, but this sample ought to give you a good head start on what we've got in mind.
Scenarios: 100 random world scenarios to select and customize for your party.
Encounters: Encounter tables for each region. See what's where and why.
Campaigns: Our sample campaign, Blue Hour Mall. Explore the ruins of this long-buried automatic shopping center.
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