Looking to pick up some players for a tabletop system and setting I've been developing for quite a while now and am getting comfortable with sharing outside of my immediate friends and co-developers. All of the content warnings that apply to Corruption of Champions apply to the system and setting. The setting itself spans genres from low-high fantasy, and occasionally sci-fi. Ideally looking for two players for one-on-one campaigns *or* a group of 2-3 that already know each other for a group campaign as the system hasn't been tested for group play yet. Here's an excerpt from the first draft of the player hand book for an idea on the setting.
Legends and children’s tales often tell of how, hundreds of years
ago, a great calamity struck, the Great Mother Lilith settling the world
into a gentle sleep, only to be sealed, seemingly forever within the
earth.
If only things had gone so well.
For lack of a central thread, Historians have described the Calamity
as ‘A fundamental upheaval of every known part of our world..’ Mount
Ab’di erupting alone would have caused mass famine and loss of life,
even had the civilization of the time gone far above and beyond to
support the displaced and malnourished, but it would go down as a
tragedy, not an apocalypse. The hurricane winds and devastating waves,
on their lonesome, might have been controllable had there been
aeromancers prepared to dissuade them, and though there would be losses,
most of the coastal towns and ports might have been spared
annihilation. Indeed, had the horde of beasts that struck, organized
under the banners of monstrous leaders that had until then been deemed
spurious threats at most, arrived at the border to a world not already
in shambles, they might have been repelled far before they took their
gruesome toll.
The Clerics turned to their Gods, and were met with silence. The
Wizards turned to their spells, and found the arcane beyond their
control. The Druids begged for nature’s aid, and it turned against them.
The Warriors… well, actually, they did pretty okay, but even the
mightiest among them struggled to repel the hordes of great beasts that
threatened to turn the civilized world to ruin.
Salvation came in many forms, though its chief agent is a rather…
contentious matter. The Gods return was instrumental, as Paladins
emerged, anointed by a new generation of the Divine, and rallied
survivors. The greatest of the surviving magus were able to regain
control over the arcane, though the very fundamental weave of magic had
changed, and with their restored power they set to work retaking the
land. While the Druids do not like to call attention to themselves, all
records praise their actions in resettling the world that had once
seemed lost. Indeed, it has been likened to the first light of dawn
after the darkest night in recorded history.
Now it has been over a hundred years since the return of the Dark
Goddess, no longer able to weave her domains insidiously into all of
living existence, but afforded the opportunity to make drastic, direct
attempts at greater and greater power. But alongside her return is that
of the rest of the pantheon, the axioms of light, chaos, and order that
stand opposed to the tenements of dark,
Not everyone was welcome amongst these new world powers, of course.
The religious zeal of Gaian principals has driven away many of more
dubious morals, and even the greatest Warlocks have found no place
within Ceald, regardless of any aid they may have lent in the aftermath
of the Calamity. Worse yet has befallen the numerous Lilithian races,
who found many doors slammed in their faces when they sought safety
under these banners. Those who had no other place to turn banded
together within the influence of The Wound, forming Demonhead, a city
that has opened its gates to any who find themselves unwelcome in more
polite company. Their loathing of all that stand in opposition to their
existance has left them as functional Kingmakers in the conflict between
the 3 other pillars: should any side enter into open war with the
other, whoever survived would find themselves wiped out by vengeful
demons, warlocks and necromancers who’ve long resented their kinds’
banishment from the greater world.
As civilization reeled from the crippling impact of the Calamity,
few noticed an underlying change in the world around them, that has
since been recognized as the closest approximation of a common thread in
its aftermath: the now ever-present corruption. It has since been
identified as the root cause of the shifts in magics, both arcane and
otherwise, and has been theorized as a significant factor in the
increased threat of the monstrous hordes that suddenly overtook the
scrabbling defenders. Indeed, it has long since transcended from the
monsters that were once its most notable carriers: every individual born
into the world already bears its taint. Aside from being a massive
theological minefield for both the religious, and those who concern
themselves with natural purity like the Druids, it has caused a rather
significant change in every part of life; for instance, tensions around
sexuality have been loosened on the whole, even among the most
conservative and religious individuals. The astronomical rise of
‘natural’ hermaphrodites has also been a factor in this; while they are
still a rarity, they have gone from one in a million to one in a hundred
or possibly greater- censuses haven’t really been anyone’s priority.
The less positive effects have been seen in the monsterous denizens of
the wilds.
From tribes of goblins and packs of gnolls that terrorize villages,
to roving rutted minotaurs looking for any source of release, and even
in the less monstrous fauna, willing to look far outside of their
species during mating season… while your odds of survival in
the wilderness may have increased, on the whole, you may not escape
unchanged. For those who call the wilderness their home, and conflict
with these tainted creatures is their way of life, they often find
returning to ‘polite’ society far less… pleasant.