WARNING - ADVENTURER! YOU'RE ABOUT TO DIE AND WE SALUTE YOU!
Mortis is a very different setting from what you're probably used to. This world is bleak and unrelenting and it undoubtedly doesn’t take much to end up dead. In fact, it’s painfully easy, specifically if you seek to construct characters you would ordinarily play in standard fantasy frameworks, where you’re a mighty hero who’s prepared to handle any challenge and smite evildoers by the dozens. In this game conflict is ever perilous. Know that many individuals will not pause to deceive you, take from you, or murder you, should they see fit. Use your head, be wary of what you say, and always look out for yourself, because no one else will. One final thought to keep in mind is that you are not supposed to beat every challenge placed in front of you. There is no ridicule in running away if it means you live to fight another day. Optional conflicts are frequently the hardest, so don’t run at the first chance to be viciously murdered.
This is a dark age, a time of civil war, societal decay, racism, xenophobia and dangerous magic. Ohr is a harsh and unforgiving world where life is cheap.
- Magic is a liability. Magic in the Ohr setting is difficult to use and unpredictable. In order to learn new spells you'll also need to seek out lost tomes and forbidden knowledge. Casting spells in different parts of the world can also have differing effects, from causing more damage or less to having the spell fizzle out entirely or to cast the same spell twice in a row on the same turn. A number of spells have also been completely removed from the game or changed.
- Witches are seen as dangerous and unpredictable. Even among members of your own factions witches are both a blessing and a curse. Small villages and towns will not react well to magic. You put yourself and your companions at risk when you use spells in public. Heretic, wytch, and darkling are words often used to describe magic users. Even among those who tolerate them.
- The rule of law is no more. This is not a land meant for chivalrous knights, noble quests, or meek souls. Maintained roads have fallen into disrepair as the dangerous wilds once again reclaim what rightfully belongs to it. Cities have become bastions of cruelty and slavery. Noble houses that once ruled over provinces and commanded vast armies have withdrawn to rule from their broken city-states. An endless, silent struggle for dominance in a world where only the echoing laughter of the dark gods breeds progress.
- Demi-human races are feared and hated. Humans will generally not trust you. Even among the Free Cities, non-human races are sometimes seen as lesser because of different cultural customs or a fear of the unknown
Setting Themes
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