Our campaign will start out as a tech level 3 (TL3+) GURPS campaign. The world is like D&D with elves and goblins and shit, but there is steampunk-like tech out there. Eventually, depending on our group, the will be a space opera game with TL9 like stuff. You all start out at about 15 years old, and are training at the Naval Academy. You will start with 100 point characters with up to 50 points in disadvantages (and the usual 5 quirks). I’d recommend not spending the full 100 points. The idea is that you’re young and not yet done with your training. You all start with a -5 point disadvantage called ’Social Stigma (Minor)“. Unless you have some Area Knowledge, ”/wikis/surrounding-area" class=“wiki-page-link”> this is all you know of the map of the world. Your characters may know some of the information below, but probably in myths and legends.
There is just one known large continent (Pangaea sized). It’s almost in the shape of a ring; land bulges out at the top of the ring and is covered mostly by snowy mountains, large and small islands at the bottom, and a large sea in the center. In the northern mountains you’ll find mostly gnomes, dwarfs, and goblins living either in large underground cities or cold, snowy castles. This is where technology is booming using a blend of magic and steampunk. The west is covered in rolling hills, great planes, and scattered forests. The western countryside is divided into many fiefdoms with 5 kings in various states of peace and war. The east is separated in two; swampy shit hole north, arid desert south. There are Egyptian-esque cities inhabited by the larger races (orcs, trolls, maybe giants) along the inner desert sea. A lush oasis paradise rests on the eastern shores of the outer ocean. Many people and creatures from all over the world come here to relax or learn magic. The large amount of mages, wizards, warlocks, and sorcerers living and studying here make the oasis a sort of safe zone against most any dangers. (Any magic user in the party, like Driy, will know more about this place). The swamps are mostly uninhabited which makes it a great place to hide but is quite dangerous. Many bandits and pirates live on the edges of the swampland where it is a little safer than the deep swamp. Rumors are conflicting, but there is something in the center of the swamp. Rumors range from ruins from a previous age, a large tower controlled by a mad wizard, or a giant crater with lava flowing freely. The islands in the south range from Caribbean like near the inner sea to cold bare rocks in the deep south. Jungle islands meld into the eastern peninsula while forested ones blend into the western edge. The forest in the southwestern part of the world is where wild magic bleeds into reality causing all sorts of strange things to happen. Many different types of elves and other fey like creatures call the islands home. This is the World Map.