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[BESM] World Ad

Cy83r K0rp53

Inactive Member
Looking at running a sandbox SP game with 3rd edition rules. If anyone needs a link to the rules, PM me. Chat is on #BESM

Power Level (Human/Heroic): 200~400CP (yes, this is low-powered)

Send your characters to my PM inbox.

Multiverse Setting said:
=Earth (2012ce): The Unveiling is about to begin, the mystic World-Gates are beginning to awaken as the Gatekeepers are finally reincarnated after nearly 67 millennia of dormancy. Demons, Devils, and Angels have been slowly infiltrating human society in preparation for the war over the Earth’s Gatekeepers and it’s Skeleton Key. Shadowy human organizations are in on the event as well pooling their resources and hunting down the Gates and their Keys.

=Neo-Earth (2072ce): Rebuilding efforts have begun after a surviving a man-made ecological disaster and a devastating nuclear war, primary habitation is the Earth’s hermetic mega-cities and recently constructed orbital stations. Wars are still common, but hired mercenaries are the only combatants and battles take place solely over the objective; these ‘Freelancers’ are often looked down upon for enabling conflict and destruction or admired for doing their best to keep the peace. Some of the largest nuclear impact sites have created meta-physical portals to other realms.

=Furui-Chikyuu “Gaia” (61,042bce): A medieval world where magic reigns and monsters roam. Three rulers control the land and its people: The Dragon Emperor, an immortal man granted divine rule of the middle lands of Chuuou by Grandfather, the first dragon; The warring Shogun clans, warriors favored by the wild dragons of the Higashi archipelago; and the Grand Sultanate of the Great Nishi desert, whose power is granted by the will of A’jjak. The mystical World-Gates have long been dormant, their Keys having been systematically obliterated by Gaia’s rulers for fear of their powers.

=Toi-Yume “Avalon” (0035ace): Thirty-five years after the Earth was destroyed in a war with an unknown alien species, humans cling to their space-bound world-fleets, searching for a new place to call home. Heroic captains aboard the ships of the world-fleets protect their fellows from the dangers of space and the predations of unscrupulous aliens. Each world-fleet is transported across the vast distances of space by enormous Yggdrasill Jump-Stations, each the size of a large metropolis, providing facilities to feed and house the remaining human population. The hyper-dimensional drives of the Yggdrasill stations have aligned with several Waylines, connecting each station with a different dimension, attracting the attentions of several alien species, some friendly, some not.

=Anterra “Twilight”: Land of the Elves; Twilight is an ancient planet that has been wracked by cosmic forces of destruction. Dark-skinned Anii nomads brave the surface while the pale-skinned Druchii build an empire below in majestic caverns created in the Sundering that sent them below. The Gates of Twilight are lost, buried under rubble and landslides during the Sundering, precious few Keys survived, leaving only a few portals to the multi-verse in place. Twilight is one of the few universes to have its connection to Hel destroyed, forcing the denizens of Hel to make their pacts through ancient and long-unused rituals requiring much sacrifice from both parties to break the meta-physical barrier between their worlds. Demon-pacts are well-known to the Druchii and are forbidden by the church as well as most clans, only one Druchii clan has made demon-pacts part of their tradition and are despised for it, having caused a civil-war in the past that almost destroyed the Druchii empire. The deep races, Gnomes and Dwarves also exist here, but the militant Druchii have quickly subdued them or forced fugitives to the sub-surface and under-realms where humans and goblins compete with each other for limited resources.

Elemental Realm=
=Yggdrasill: The ‘world-tree’ that contains the bounds of the Elemental Realm, in a cycle eons long, the tree slowly burns in a wave of fire and ash, and then springs to life in a cascading wave of new growth, all the plants, fruits, and nuts in existence growing plump upon the fresh redwood-sized branches. The wood of Yggdrasill is impossible to cut unless harvested in its ash-phase, burnt timbers providing robust heartwood that is molded by magic into the shape needed. The ash of Yggdrasill is a mystical curative, capable of reviving a person claimed by death’s hand. The portals to Yggdrasil are molded out of the growing branches themselves, sprightly guardians growing from the fruits and flowers to protect the Gate until it passes into the Ashlands and is consumed. The sprites of Yggdrasill are the progenitors of the mystic races: elves, gnomes, goblins, dryads, and nymphs; where the shifting Ashlands gave birth to the hardy dwarves.
=Promethius: A primordial world that sits at the intersection of the Elements, it is the forerunner of all future worlds and the place from which they were spawned, Promethius is a Pillar World, containing a single Gate that leads to all other worlds. The Elemental Lords each hold a piece of the Skeleton Key of Promethius, its powers passed on to the mightiest Elemental upon a Lord’s death, there is always one Elemental Lord from each aspect world
=Ignys: The Aspect World of Fire. Ignys is the demesne of the Fire Lord O-Tenka, who commands the Inferno Legion, a group of one hundred elite magma elementals pledged to his service. O-Tenka is a regal Fire Lord, wont to show off in front those he meets with, his fiery armor and glaive blazing multi-hued flames, his wit just as colorful and vibrant. O-Tenka’s Inferno Legion is just as dressed up as he is, yet they are not showy braggarts without any skill, harboring a fervent dedication to their lord and wielding their enflamed blades with a professional finesse; the Inferno Legion has been the doom of many an enemy of the Fire Lord.
=Aqi’I: The Aspect World of Water. Aqi’I is the demesne of the Lady O-Bourei, who courts the Storm Lord of Zephyr. Previous Water Lords have been diplomatic and peaceable, but Lady O-Bourei has a grudge against the Fire and Earth Lords as well as a severe distaste for the many creatures that inhabit the multiverse.
=Terr’sa: The Aspect World of Earth. Terr’sa is the demesne of Daimyou Yama, who commands the deadly and skilled Tochi Samurai. Yama is a practical and jovial Earth Lord, preferring festivities to conflict, but when roused, Daimyou Yama is a fierce and intractable warrior and his Tochi Samurai are just as stubborn and honorable as their lord is.
=Zephyr: The Aspect World of Air. Zephyr is the demesne of the Storm Lord O-Kaze, who commands the sinister Blizzards, Titans of Ice who delight in freezing whole worlds. The Storm Lords have always been harsh and unforgiving, but O-Kaze is practically malevolent when dealing with others who don’t conform to his ideals. Storm Lord O-Kaze has also allied himself with the Blizzards, a most astonishing act since the Elemental Lords first came into being.
=Ice: The frozen world between Zephyr and Aqi’I, controlled by the malicious Blizzards, a group of Ice Titans known for turning vibrant worlds into frozen wastelands.
=Magma: The molten sea that links the realms of Ignys to Terr’sa, a long-standing pact has existed between the Lords of Fire and Earth, together they have constructed many worlds on which vast species have flourished.

=Arcadia: One of the fabled ‘Seven Pillars’, a universe that connects to every other existence through a single Gate, the world-verse of Arcadia is home of angels who have spread the concepts of justice and righteousness to most universes. The ruler is the Prime Celestial, an angel endowed with the Skeleton Key. Arcadia is a sentient world from which life flows, seeding the multiverse with diverse forms and cultures, the seven Angelic Orders are a physical manifestation of life, peace, and freedom. Each Order is led by one Archangel who has a connection through Arcadia’s Pillar to one world on which it has the power of a Skeleton Key. These seven worlds are collectively known as The Sanctum and the worlds they touch are often idyllic and isolated from the influence of other universes, called the Outer Realm, or are connected to the worlds of the Dominion, forming the Inner Realm.

=Hel: One of the fabled ‘Seven Pillars’, the world-verse of Hel is the place of torment, where beings are taken should they cross one of its inhabitants, the foul and malicious demons and their noble caste, the devils. Hel is a living world, its consciousness deriving sustenance from the misery and pain of other sentient beings, the demons and devils of Hel are a physical manifestation of that need to consume and inflict. The Skeleton Key of Hel is a prized possession, being held in a mystical gem that the denizens of Hel can absorb into their bodies, making the ruler of Hel a powerful figure and prime target. In the past, the Arch-Prince of Hel would lead crusades against Arcadia in an attempt to eliminate the one people capable of stopping Hel’s plans to enslave the multiverse; now, the Thirteen Archdevils of Hel squabble for power and attempt to find the lost Skeleton Key of Hel. The Archdevils have an innate link to one world among the multiverse from which they have the power of a Skeleton Key over that world’s gates; together these thirteen worlds form the Dominion, blasted and ruined lands brought under the heel of Hel’s minions. The worlds connected to the Dominion are mostly primitive war-torn lands where magic reigns supreme and demons make infernal pacts, one such world is Gaia.

=The Fey Realm “Bramble”: the magical and oftentimes twisted world of the Fey, one of the Seven Pillars. The Fey are isolationist and extremely territorial, preferring to keep to themselves as they also expect of others, reacting violently to unwelcome intruders or to those who have overstayed their welcome. The world of Bramble has no Keys and Skeleton Keys have no power while in the Fey Realm, all Gates are constantly open. Unlike the other Pillar worlds, the Fey Realm has an infinite number of Gates within its labyrinthine forests and swamps, and the denizens of Bramble delight in causing its visitors to lose their way and become lost forever in their timeless realm. Those the Fey take a liking to might find their stay comfortable or at the very least livable, but the fate of the unwelcome is always horrible. The most likely fate of an intruder to be led into a natural death trap such as quicksand or off a cliff. Sometimes they are welcomed and shown great hospitality only to be torn apart at the end of the celebration, or let go only to find mortal food no longer sustains them and the gates to the Fey Realm are no longer open to them. Those who lose their way may sometimes be shown to a gate only to find eons have passed in the rest of the multi-verse for each day they had been lost, sometimes the interloper finds himself rapidly aging and crumbling to dust as his body accounts for the lost time. The fate of those the Fey favor is often just as horrible as those they do not. Tales abound of children stolen from their homes never to be returned; lovers of the Fey capriciously thrown out into strange lands when their patrons lose interest; the untold wrath of a scorned Fey seeking vengeance; and the grisly ends of captives of those Fey who take delight in darker pleasures.
Most characters will not know 30%~90% of this information, depending on where they come from.
 
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