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Saved by Jeff
on September 10, 2009 at 1:36:47 pm
 

Introduction

 

Getting Around

The sidebar on the right is split into two major categories: World and Rules. World contains setting information: all the nouns you'll want to know to participate in the narrative of the place. This section will grow as you explore.

 

Rules mainly consists of character creation rules, which are mashups of several existing d20 rules sets, including a reworking of several parts.

 

The game rules themselves will be primarily the Pathinder RPG, (which is basically the same D&D rules we've been using for the last few years). As always, if you don't care to spend a lot of effort learning the rules, that is fine. If you do, then they're written down there.

 

If you're interested in supporting Paizo, the company that makes Pathfinder, you can buy a pdf copy of the rules for $10 at their online store.

Now, begin.

 

Sakuru: The Broken Wheel

The world is 23 years past a series of unnatural disasters, known as the Six Plagues of Civilization. For reasons no one understood or foresaw, six magical plagues swept across the known world, throwing the common races into weakness and confusion. Numerous ecological and magical disasters resulted from the plagues. Civilzation is fractured. Much has been lost.

 

The Plagues were one-time events, but their legacy scars the common races and hinders the young who wish to learn of the old ways, but have no one to teach them.

 

Geography and Climate

Sakuru likely has a variety of climates and terrains. Currently, all you know is a hilly, temperate area in the southern region of the kingdom of Concoddte, one of the seven Hydra Kingdoms. As you travel, you will assuredly learn more of the world.

 

Religion

Religion is part of every person's life in Sakuru. Ancestors are revered in most places, and their spirits guide the living to bring honor and prosperity to their families. Most objects in nature have spirits within them, although interacting with them is difficult for the unlearned. Clerics wield great power from their divine Intercessors.

 

Magic

Age is magic. Knowledge is magic. And of course, magic is magic. In a place where age and knowledge have been destroyed, the young and ignorant must recover the old ways, and relearn lost secrets. Perhaps you will be among them.

 

Machinecraft

Fantastic technology exists, but is sketchily understood in post-plague Sakuru. Some machines operate on steam, chemical, or physical principles, but the more impressive mechanical creations are powered with managems.

 

Technology that still works is generally in poor repair. Gnomes are the best developers and maintainers of this machinery, but much has been lost and forgotten. 

 

Get started with

Character Creation

 

 

Source material for Sakuru includes:

 

 

Some information in this wiki has been taken from the hyperlinked d20 SRD. Other parts were taken from non-open source material, including Paizo's Pathfinder roleplaying game, and Monte Cook's various Books of Might and Experimentation. This material is not intended for publication or profit. If you hold the rights to any material herein and would like it removed, please contact me.

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