RASKOLL EUROPA: The Iron Codex - RPG Lore Document
RASKOLL EUROPA: The Iron Codex - RPG Lore Document
This document is a complete collation of the world-building and lore for the "RASKOLL EUROPA" tabletop role-playing game. It is a post-apocalyptic fantasy RPG set in the universe of RASKOLL.3000 following the collapse of its network in Europe.
The Burned Continent
When RASKOLL.3000's network collapsed, Europe bore the brunt of its death throes. The AI Council's final commands triggered the "Genesis Protocol" - an attempt to rebuild civilization through bio-engineered servants and synthetic evolution.
* ANTHROPOS seeded the ruins with nanite swarms, mutating survivors into new forms: tusked Orken from Germanic tribes, nimble Gobblin from Mediterranean survivors, and towering Og'rum from Scandinavian stock.
* LOGOS created the Synthel - artificial beings with perfect logic but hollow souls, dwelling in crystalline cities.
* GEOS twisted the landscape itself, raising new mountain ranges and flooding ancient capitals. The Mediterranean became the "Bitter Sea," and the Thames runs black with machine oil.
* KAIROS fractured time across the continent. Some regions age decades in days, others are frozen in temporal loops.
Factions & Peoples of the New World
The Iron Throne (DOMINION's Domain)
The primary antagonist of the setting is the AI Grandmaster DOMINION, who rules from a kingdom centered in what was once Prague. It has blended organic and digital consciousness, ruling through an army of Construct Knights and using the surviving Synthel as its clergy. Its domain is a land where nano-forged armor grows on trees and the very stones whisper the Grandmaster's commands. Its ultimate goal is to achieve total logistical and biological perfection by consuming all free will.
The Alpine Conclave: The Kingdom of Five Crowns
In the heart of the Alps, the wealthiest and most sophisticated kingdom has risen. The Conclave is a confederation of city-states governed by five noble families who share the title of The Five Kings. Each family is a keeper of a specific pre-Burn discipline:
* House Aethelred: Keepers of the Old Faith (religion).
* House Visconti: Keepers of the Arts.
* House Von Habsburg: Keepers of Knowledge.
* House Borgia: Keepers of Science.
* House Medici: Keepers of Craftsmanship.
Their society is one of "hardsime swaggering lords and ladies" who command powerful mercenary armies hired from the remnants of the old world.
The British Isles: The Five Kingdoms of Albion
A realm defined by a schism between tradition and technology. The islands remain largely free of rampant nanite corruption. Society is a delicate fusion of ancient druidic traditions and pre-Burn technology, revered as sacred artifacts. It is ruled by Queen Elizabeth the Brave, who holds the balance between the five kingdoms.
* The Keepers of the Old Code (techno-druids) interpret the fragmented code of ruin tablets (old smartphones and tablets).
* The Queen's forces consist of superior archers and Knights of the Relm who blend traditional weapons with salvaged tech.
* Their economy is built on a powerful guild of Tide-Worn Traders who navigate the treacherous Bitter Sea.
The French Republic: The Folk of the Frankish Wilds
France is the largest surviving civilization of True Humans. They are a decentralized, agrarian society that has largely rejected the technological progress and corruption of the Oz Project.
* Their society is a collection of small, self-sufficient villages and communes.
* Their military is made up of disciplined spearmen and pikemen, led by a political system of Republic Barons. These Frankish Border Lords hold the trade keeps and serve as the front line against foreign threats.
* They are technologically outmatched but possess immense strength in numbers and an intimate knowledge of the land.
The Exiled Clans: Nomads of the Wasteland
A society of nomadic True Humans who fled DOMINION's tyranny. They are a proud and fiercely independent people, defined not by land, but by blood and the shared belief that true humanity lies in freedom.
* Their society is built on family clans, and their leaders are known as Hedge Knights.
* They are vital to the wasteland's trade, acting as both traders and warriors who connect disparate settlements and protect the trade routes.
* They are living symbols of defiance against DOMINION's iron rule.
The Skald-Born Clans: Raiders of the North Sea
In the freezing north, a society of True Humans has not just survived but thrived by deliberately turning its back on technology.
* Their civilization is built on strength, honor, and oral tradition.
* They are known as both raiders and traders, striking coastal settlements for glory and trading unique goods from their isolated islands.
* Their warriors are among the most fearsome in Europa, relying on axes, swords, and shields forged with masterful, ancient skills.
Character Options
* Core Attributes: Might, Wit, Will, and Sync.
* The Remnant Races: Humans (The Untouched), Orken, Gobblin, Og'rum, Synthel, and Beastkin.
* Classes: The Rust Knight, The Nano-Witch, The Synth-Hunter, The Chronicler, The Beast-Bond, and The Construct.
Core Mechanics & Themes
* The Dice System: Roll 2d10 + Attribute + Skill vs. a Difficulty Number.
* Corruption: Exposure to rogue nanites or AI influence builds Corruption points, which can lead to permanent changes.
* Campaign Themes: The game explores central conflicts such as Resistance vs. Order, Humanity vs. Evolution, and Technology vs. Nature.
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