Seventy-seven years have passed since the Day of the Broken Sky. On that day this small world grazed against another cosmos, and survived. On that day the Luminous Godkiller Weapon was defeated. The land is recovering, and new gods are arising to fill the void left by the old. There is life, where there might have been death.
However, one cannot say that the world is at peace. Petty warlords battle alchemically-enhanced bandits. Treasure hunters raid ancient manses. Experiments begun before the death of the Weapon still hunt the living. In the lands north of the Imperial City, a strange automaton seeks a young girl, on whose shoulders the fate of the world will rest.
Come hear the Echoes of the Godkiller.
Seventy-seven years ago, this world survived a brush with death. The Splinter of the Machine nearly touched Creation, and much godly breath was held. This day is known as the Day of the Broken Sky, which the learned call The Graze. Massive pieces of the great sky-cogs broke off and fell, most of them into the ocean. Many thought that the world would end – but it has not. The day passed, and both worlds survived. The Luminous Godkiller Weapon was defeated before it could extinguish the last lights of divinity. The Karal family’s bid for world domination failed.
Since then, the world has recovered substantially. With the Weapon vanquished, the spirits have been free to act again. Many of the dead gods have been replaced. Much of the physical world has recovered as well. The wind blows freely once again, and water flows fresh, not brackish, from mountain springs. The gods have repaired the sky.
However, not everything has gone well. The God-blooded are fewer, as many of them ascended to replace their parents. The Great Families, especially, have fared poorly. They are scattered across the land, with more children and fewer resources. Respect for them is at an all-time low. Personal initiative is valued now more than it was before the Day of the Broken Sky. Sentiment has turned against the Great Families to such an extent that people now place their own names before their family names in introductions.
In addition, the Families lost much power and knowledge in the days surrounding the Graze. Their buildings were burned, with books inside them. Villages are isolated. Power stations are in disrepair. The world is in a dark age, and most people don’t even realize it, because the Families kept them in the dark to begin with.
The world is ripe for champions.
A fragment of the Luminous Godkiller Weapon, called here The Component for simplicity’s sake, has washed ashore on the Blessed Continent. It is traveling back toward where the Weapon was created in the hopes that it can be made whole once again. It doesn’t know what it is or what the Weapon was, but it recognizes eight-year-old Sam Eikar, the reincarnation of its creator, and it seeks her out.
A group of clones, the Orthos, seek to control the Component. They would be happy to remake the Weapon and hold the world hostage with it. They act together for now, but do not trust each other. The youngest of the Orthos has left Sam with someone who can defend her, in the hopes of recruiting them later as dupes.
Two other groups are likely to have found Sam where she was left: a trio of Cathak Family god-bloods guided by visions of the future, and a company called Eikar Welding, run by Sam’s aunt Millie. Whichever of them finds Sam, there is likely to be a clash between them before things are settled.
There are several wildcards in all this. The first is an automaton named Soulsteel Justice Warrior, who tried to reason with the Component before it was blasted away. The Warrior knows that the Component is after Sam. The second is a traveler from a distant world, Cyn Walker, who has powers that could change the story and the world. The third, of course, are the player’s characters.
The PC circle could be…
- The same group of characters who visited the Splinter from Creation last time. Traveling back and forth to the Splinter does not respect the passage of time; it could have been just a year in Creation despite the many decades that have passed here. They may be hailed as returning heroes, depending on how well-known they were after the Graze.
- A new group of characters, who found notes and journals left by the previous circle and wanted to see the Splinter for themselves.
- An entirely different circle, brought either by a repeat of the circumstances from the previous game or by Cyn Walker’s resonance cascade disaster.
- Natives to the Splinter. This will require a fair amount of house-ruling and custom charm creation to support, but if you already did that for the first Splinter setting, it might be fun to come back to those characters or their descendants.
- For a really unusual crossover game, the players might portray Etherite characters come to rescue Cyn Walker.
The players’ circle might come into the current events in many different places. For example:
- They might meet the Component first and suffer an early defeat. They could be found by the Cathaks afterward, or they might find one of the wildcards likewise in dire condition and help each other find shelter at Eikar Welding.
- They might run into the Cathaks as they approach the Component, or as they pursue Sam.
- They might be the ones to stumble across Sam before anyone else does. Would they feel compelled to defend her?
- They might arrive near Millie’s group after the Warrior, but ahead of the Component and the youngest Ortho, and be caught in their argument about what to do.
- They might unexpectedly arrive near Cyn as she botches her way across the dimensions.
It is the fate of the world that the Component is stopped, the Weapon continues to lie dormant, only one Ortho escapes, and Sam Eikar survives to become a technologist. As the goddess Starsight knew, fate is anything but inevitable. Every character in this setting lists a fate that is intended to guide the Storyteller in creating an interesting tale. You might play into the characters’ listed fates, or against them.
Many of these characters are also influential or well-known. Rather than list supporting NPCs, we list connections to individuals or groups that are part of each character’s story.
For fun, we also gave each character a catchprase that you can try to work into their dialogue once in a while.