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Mirrors - A Journey in Reflections is a fantasy setting currently in development by Hollow Relic Studios,
designed for use with Wizards of the Coast's 3.5 edition d20 ruleset.
Mirrors - A Journey in Reflections is set on the continent of Harth, home to the Humans, and where the Dwarves, Elves, and Gnomes have invaded under an alliance known as the Taumur. The Taumur long ago drifted away from arcane spell casting and divine deity worship, to develop their industry, engineering, and economies. They view the Humans as primitive barbarians whose lives would be improved living under Taumur rule. The Humans still use magic, a practice the Taumur view as dangerous and vile, but magic alone cannot win the war. The Humans have reluctant allies in the form of the Greenskins living in the highlands to the north, a fog-shrouded land called Brume. The Greenskins are a unique collection of various monstrous humanoids who have fled their dark holes in the ground upon discovering they each shared the ability to use reason and logic, and could feel emotions other than pure hatred, which would earn each of them a quick death at the hands of their brutal brethren. More than bloodshed tears the land of Harth apart, for at the height of the war a series of natural disasters struck throughout the land, affecting everyone, everywhere. Destroying Human and Taumur settlements, scattering armies, sinking ships, and forever changing the landscape of Harth, the event known as The Fracturing has created a massive lull in the fighting, as each side desperately attempts to recover. The Taumur are vulnerable, having lost control of their forces, and forced to believe a massive fleet bringing long overdue reinforcements is forever lost at sea. To add to their grief - and anger - Taumur throughout Harth have defected, some to escape the horrors of war, others to turn the tide. Others still are forced to confront changes they feel inside themselves, a connection to the land and the people around them they cannot explain, and the Taumur cannot tolerate. The Humans too have lost two vital weapons to their resistance. Arcane magic is failing throughout Harth, with casters now desperate to discover the source of their once potent power. They are not alone, as priests throughout the land find their prayers unanswered, their divine powers lost. The gods have gone silent, with the pious now only barely capable of blessing their flock - or defenders - and often unable to heal the wounds of even the smallest child. Each race is forced in this crucial time to reflect on the choices they have made, and each player must choose how they will now continue their journey. A journey of reflections. |
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