Warning: This is a work in progress and things may change. It looks like it may be available to test in late December/January.
Aesca is a blend of magic, fantasy, technology and myths as two separate worlds are once more linked and how players can found/grow their realms, reclaim what was lost and collaboratively fight their way against a world pitted against them. Initially, players will play an elf within competing courts vying for power and supremacy to influence the elven queen Aelfwynn and the Elves of the March as the worlds of magic and science are colliding and only one will win. It is based more on D&D 5e rules currently. XP is gained by all characters on completion of an adventure chapter which may span months. I imagine it'd be played by 5-10 players, I don't see it growing large or popular. I am planning this game to be run and built on Ares.
You can read more about Aesca here.
Background
The world of Aesca is one where magic exists readily and technology is far more medieval. It’s a dark world with raiding orcs, abominations lurking in dark forests of amber, oceans frozen in jade and darkness encroaching all around. Most ancient cities have been lost as have their knowledge, and it leaves the elves of Aesca struggling to understand what has happened after a great cataclysm and the total destruction that event caused. Strange portals are opening, linking a strange foreign world filled with terrors and cruel strangers but also rich in resources not available in Aesca. Of rumors of a magical nation long thought destroyed coming back. The gods may have gone quiet, however the major and lesser incarnations still are somewhat active and cults spread their influence and power across the people with mysteries trying to be understood and explained. Aesca, the planet herself, is alive; magic intertwines within her core as she calls you, the March elves, to fight the encroachment of Gaia’s poison which will destroy her.
There have always been stories and myths of magic, gods being real and terrors of the imagination. However, as time moved on especially with the Renaissance, humanity replaced those beliefs with science. Occasionally, a faith healer or miracle is attributed to some belief system, but Gaia has been transformed through the impact of technology that science has birthed. Capable of incredible and unimaginable destruction on a global scale, sculpting land so vehicles can transport at incredible speeds, the vast flow of information at an unprecedented availability and speed, technology has destroyed magic in humans. However, humans have the unique ability to use electricity, harness the atom and other wonders that magic simply cannot do. But lately, unexplained things have been happening. Strange things. Where people say they’re abducted by aliens, where monsters of folklore appear in stories, where folks go missing and crazy conspiracies of an unseen group controlling the real world are hinted at. How climate change is rapidly creating problems for everyone as resources seem to be draining away. Gaia is alive, science and technology bound to her core as she calls you, the humans, to fight against the warped and twisted chaos of Aesca which will destroy her.
Systems of Fun
- Domains. Players have the capability and are encouraged to explore, improve and build their realms so that sub-domains are made and those lower tier nobles are tied in service and bound to their higher overlord. It will require resources and players to explore, and a domain is started by building a stronghold and thereby expanding. Expand too fast, and the enemies of the March may overrun you. Expand too slow, and your people might not have enough resources to maintain your rule while your competitors leap ahead. Actions for domain would be done on a monthly basis with logs referenced and a request submitted.
- Politics. The March is set up similarly to a constitutional monarchy, where the elven Queen Aelfwynn acts as a non-party head of state however she is assisted by the two major Courts (Summer and Winter) who make up her Privy Council in their respective seasons. This allows for the people of the March to have a continuity of the head of state who maintains history and tradition, and as Queen Aelfwynn is not a party to either of her Courts, it creates a sense of balance and allows those with different viewpoints to have the ability to climb the ladder of power. Each court oversees across their respective time period, have different goals and methods to attain them, but while they may clash with the other court they work collaboratively as neither court is able to solely do everything.
- Magic. The Elves are born with one of two affinities affecting their inherent magical ability. There are then eight paths of magic, and four magical orders which a magical elf can join and participate in. One cannot master all magic paths, and the two affinities offer great power but come at a price that requires collaboration with someone from a different affinity.
- Houses. Currently there are six main houses of the March, however more can be player created as time goes on. This is important with it tied to the Domain system.
- Individual Combat. Using 5e rolls to support the focus on RP. Coded combat isn't quite yet capable.
- Domain Combat. This will be done on a monthly cadence as armies are raised, maintained, directed and managed by the domain leadership.
- Races. Currently, elves (main) would be available however humans would open up later on in the game. Humans would have a WoD Technocracy vibe to them. There are other nasties like the Orcs of the Black Hand, the Dwarves of the Underkingdom, the beings of the White Throne, etc.
- Religion. It's encouraged for players to create cults to try and explain what they encounter, and the offices of the incarnations may be opened up to players depending on their choices and actions.
- Grids. There is planned for two grids which are able to be connected to one another, Aesca and Gaia.
Feel free to critique, give feedback and input or submit ideas.