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Tartarus

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The world lingers on the cusp of an industrial revolution of magic.   On Tartarus, magic is a form of science. Spells and rituals have been developed and honed over centuries, and those principles have been incorporated into daily life. Magic is used for entertainment, transportation, communication, warfare, and much more. Glowing magical stones light the streets at night, lightning rails carry passengers and goods across the land, and airships fill the sky overhead. While magic is widespread, there are limits to is power. You can book passage on an airship or get an illness cured by lesser restoration, but resurrection, teleportation, and interplanar travel are hard to come by. True wizards are rare and remarkable; most common magic is performed by a working class of magewrights, professional spellcasters who master a small handful of rituals or cantrips. This magical economy is dominated by a handful of powerful families and the guilds they maintain. These houses, barons of industry, influence monarchs, politics, and the daily lives of the common folk. These dynasties derive their power from near monopolies they have established over the course of centuries.   While those above struggle for coin and influence, something deep under the planet's core strains against it's eons old prison.   This setting is created using the GURPs 4th edition rules, based originally on the Eberron campaign setting by Keith Baker. The information laid out here is derived and created for personal use only and does not belong to me.