Kronocalypse Design: One World with Four Ages

In a previous design blog I talked about how one design goal for Kronocalypse is that each era could be a compelling setting on its own.

While the settings could stand on their own, another important design goal is for the different eras to feel connected and seem like the history of a living world.

Empires Rise and Fall
Locations play a major roll in unifying the setting. Play begins in the country of Lomia. While it does not yet exist in the Stone Age, by the Iron Age it is a thriving Kingdom.

Lomia reaches its peak in the Steam Age. It is an empire with colonies throughout the world. Empires do not last forever, though, and by the time of the Cyber Age, the name Lomia refers only to the physical island. It is no longer a unified country, but has been cut up by various corporations.

Family Lines
The non-player characters inhabiting Kron also connect the ages. While very few live long enough to survive from one era to another, the family line does. In the iron age, Duke Galen Flynn rules the southern part of Lomia from Aberwyvren Castle. Later in the Steam Age, Chief Constable Gwendolyn Flynn maintains order in the city of Aberwyvern. Later after sea levels have risen and flooded the coastal city, Kat Flynn, better known as Citizen One leads the Community, a clandestine organization devoted to overthrowing the corporate overlords.

The Faith
Kron has a single religion, called the Faith. The Faith believes that everything in existence has some level of divine spirit, though some spirits are more powerful than others. It exists through all the time periods, but like most everything else it evolves through the ages.

Before it’s even named the Faith, the people of the stone age worship local spirits, and each tribe worship spirits in their own way. The Faith reaches its apex in the iron age. It grows into an organized religion with many different orders. Miracles are commonplace, and priests are some of the most popular heroes throughout the lands.

By the steam age, people still follow the Faith, but most believe that the “miracles” described in ancient texts are exaggerations or fairy tales. The Faith is important for its moral and philosophical teachings, not for any tangible rewards. The Faith has grown even weaker by the cyber age. Many have forgotten it all together, and most who remember it consider it a superstitious relic of the past. Only a few people on the fringes of civilization still keep true to the Faith.

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