The Mirrorglass Campaign
History
Mirrorglass is, at best, described as an "unstable dimension." It may have been a plane at one time, or maybe even a world, but for whatever reason it cut loose from its surroundings and -- for lack of a better term -- now floats aimlessly. It's called Mirrorglass because it is, for all intents and purposes, transparent; when it slides over another world or plane, parts of it shift to look like the one it's over. These changes are often sudden and without any warning. Also -- not all of the time, but most of it -- creatures are permanently "mirrored" into the realm from those worlds, creating a strange paradox with their soul inhabiting Mirrorglass and their real body in the other. This produces a soul that cannot seemingly die, although the "illusion" of death will have terrible and permanent side effects.
The real body, back in its true world, will be held in an eerie limbo, neither aware nor dead, and similar to the soul it cannot be killed -- most universes call this a "coma." (Similarily, Mirrorglass is famous for taking souls when they are enduring horrific or possibly fatal circumstances on their own world.) Some theorize that this means that Mirrorglass is a living entity with empathy; others call it a cruel twist of fate, since the soul cannot seemingly go back. (Some do, but these are rare cases and the circumstances are never fully understood.)
Also not understood are Mirrorglass' smaller changes: the landscape, at random intervals but presumably associated with the "sun", will change, reversing or "mirroring" itself inwardly.
Native Races
Being unstable, there are ruins of previous races, but only one exists today -- and is still very fractured. These are Vervyl, anthropomorphic plants, originally just normal plants who were changed by the bizarre properties of Mirrorglass. They have a "town", called Dead End, where they have cultivated other plants to help them collect sunlight and water -- it's a strange town, basically just a forest of contorted plants and rudimentary shelters against frost. Their thing of monetary value are sun crystals, light and warmth energy trapped permanently in glass, which they use in the typical plant way to help them make food. These are also valuable to other races, as they provide a good deal of light for up to two weeks, which is how Vervyl make their trades. Even though Vervyl are natives, they have no idea what happened to their realm.
Catalyst
Player characters will be mirrored en masse from their particular worlds, a bizarre occurance even for Mirrorglass as it usually only brings creatures -- at most -- three at a time. You will typically have only what is on your person at the time, but allowances can be made, and you will be deciding when that time is.
The Technicalities
- Player starting level will be 14.
- Group XP. Which aspects are overall emphasized in the game -- combat or RP -- will be entirely up to the players. There will be no railroading plot unless a railroad is invoked by one of the players (pissing off a really important person, etc, etc).
- Players can be from any universe, of any race (as long as it fits level requirements), of any 'class'; their characters can even be from book, movie, or television universes, although playing already-created characters from them isn't allowed. They do not have to be magical -- there will be tech in Mirrorglass. (It will be equal to magic in terms of power, in most cases.)
- Backstories are nice. It doesn't have to be a dissertation, bare minimum just a general idea of what your character has been doing most of his or her life. You can be whatever gender you'd like.
- No min-maxing stats; the lowest stat you can have is a 10 or 12 -- roll stats, reroll 1s and 2s, change the lowest number to an 18. Please! It's more interesting without having 8s in everything but your two/three primary stats. If your character's personality is a particularily stupid one, then it makes sense to have a 10 in Int (for example), but for thematic reasons only please.
- As written above, it is impossible to truly "die" in the traditional way. As such, the GM will not be rabidly guarding you away from mobs that are a bigger challenge than you can handle; some very horrible creatures will be wandering around at random that have been snatched from their worlds. However, getting "killed" by something will yield a side effect added to your character, and it will be randomly rolled. Some of them aren't bad at all, and some are extremely bothersome. After getting "killed" your character will faint from trauma and wake up later with said effect.
- Every 'death' will yield one or two "soul trauma" points, depending on the method of how you 'died.' After enough of these have been collected you will start to collect truly dehabilitating soul trauma damage.
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