Over the years, Cathor has become the go to world for epic adventures and gritty, post apocalyptic fun! Deliciously blended action is available to those who enjoy aftermath and steampunk and high adventure. Some of the most powerful artifacts in the Cosmothea universe were discovered on Cathor, for good or ill. Great wars damaged the ringworld and compromised the skies, killing off millions and making some areas uninhabitable. They have also resulted in exposing some of Cathor’s underground secrets to the general public, though usually in remote areas.
Cathor has a steampunk feel in some regions, for airships can sometimes be seen drifting overhead, and huge steam and magic-powered mechs move across the land waging war in some areas. Great clockwork wonders can be found, and sometimes even the land and sea seem to move of their own accord. It is a wild and dangerous realm and each segment of the ringworld is quite different. And of course because of each segment’s immense size, even life within different regions of the same segment is quite different. In Part 1, I included a sliver of the map from the 3rd segment. I don’t even have maps for the entire ringworld as it’s just too immense, but we’ll pack in as much as we can when we begin working on our Cathor sourcebook down the road, if all goes well.
Hundreds of empires have risen only to sink again into the rubble. The Mountains that Move sometimes house armies or weapons of mass destruction. Gnomes created most of the mechs, but there are other mechs that have been reported, powerful mechs and strange, colossal machines that some claim were made by the Architects themselves. Much of Cathor is in ruins; it is a world of salvage, survival and has a strong post-apocalyptic blended-genre feel.
Over the centuries, gods have built strongholds, experimented with the creation of artifacts and their own species, the results of which, have sometimes been disastrous. More often than not, when a god intentionally or unintentionally completed or gave up on some grave experiment, the deity simply left the world and its inhabitance to pick up the pieces. Few areas on that forsaken world are safe.
In areas where such great weapons and machines have not been seen, and where gods have not left behind nightmares such as magic-infused, sentient zones, life still thrives, though wars are not uncommon; and inevitably, strange and wondrous artifacts do indeed find their way even there at times, causing interesting ripples.
In recent years, I’ve run several PlaybyPost games on Cathor to share more of its secrets. We have a new one starting over at the QT Games Forums as soon as we get enough players. If you would like to jump in and have a ball uncovering some of the Secrets of Cathor, join us and let’s have some fun!
I said in Part 1 that I would touch on some other worlds, and I will likely go into some of them in more detail later, but here goes …
Adara became our “mostly fantasy” world; a place were you could go your whole life and never see even a hint of advanced technology, unless you went into certain areas the GM could easily conceal via natural boundaries on the map and storyline, though there was an emerging industrial revolution in the Southern Kingdoms, and that’s a hard one to ignore. Of course it’s far lower tech than some of the other areas, and yes, guns are very much a part of life in the Southern Kingdoms!
Across the waves in the Northern Kingdoms, life is quite different and guns are rarely ever found there. It is a wholly different place and is 1 large map of 4 maps of the world of Adara, which is a future sourcebook I’m very excited about. Unlike Cathor, Adara is a thriving world that has survived a “war of the gods”, has been changed forever, and seems to be coping with those significant changes. While the world is very much struggling in their own ways, it has a very different feel than Cathor, and I allowed myself to explore some fun concepts there that you won’t find elsewhere, but more Adara later.
Anarchus, which was featured in Beyond Xanadu, a blended-genre novel I wrote back in 2000 (and will return to one day to polish up, I hope!), was our “mostly sci-fi” world and is uber high tech. It has become more blended over the years as ancient orders of Nexus Disciples have spread their ways and mages and magic have continued to spread out across the universe; and as scientists on certain worlds have discovered how to manipulate magic and use it as the next “green energy” with varying degrees of success.
Galandria is less modern than Anarchus, though more advanced than present day Earth (here in the real world, and it serves as the default world for superheroes, which we call Augments. But augments can be found on many worlds, such as the prison planet, Gryss, deep in Hordaqi space, which houses an underground augment civilization and one of the most powerful mutants in the universe, until recently.
Forge, Morrah, Revyn, Taeros, Tandem, Klatura, Madrea, Gantoo, Trusk and many other worlds host a variety of genres, blended-genres and fantastic adventuring possibilities. It’s true that we can’t simultaneously release the entire universe all at once – it’s just way, way, way too big! We also don’t have that much cash on us. But we are working on an anthology, have several novels worked out, and a mega adventure in the works that will help shed more light on the Cosmothea universe while we continue to move toward publishing the game.
If you would like to be involved in Cosmothea in some way, we would be pleased to have you and there are a number of opportunities to get in the mix! I also value your feedback. Cosmothea is not being designed solely for me, but with you in mind, so let me hear from you. Thanks!