Seekers of Lore is a campaign in a shared-world setting.

The gods created Paradise in order to avoid the effects of Amorphia, primordial chaos. Because Paradise was built as it was — in a damn hurry, that is, with additions as Amorphia surged and new gods were created — it was never fully stable and was subject to Amorphic events. The gods present joined forces to build a new structure (the elemental, ethereal, and prime planes) that would be more resilient and give them more shelter, but were interrupted before they were finished and the project had to be abandoned.

At the same time, Paradise shattered and the outer planes were formed from the remnants as the desperate survivors tried to save themselves. Many were destroyed, popped like bubbles, many survived, all were changed.

The project to create the Prime Plane was nevertheless a qualified success. The structure had the resilience to withstand the maelstrom that tore apart Paradise, even as the gods abandoned it to try to save themselves… but because the job was not completed, it lacked the ‘strength’ to actually support the gods being present. They had built a more or less safe shelter for mortals.

Before the maelstrom, mortal creatures had come into being. Some were deliberately created by the gods, some were more or less spontaneously generated as the consequence of the powers being manipulated to create and shape the planes. Some gods were interested enough in them to study them (“the spontaneous generation of bio-social structure” was a not-uncommon topic of conversation between some gods), and they were sometimes useful to the gods, sometimes a nuisance, sometimes entertaining, but most of the time generally considered not worth the trouble to destroy. That could always be done later if needed.

Sometimes entire civilizations might be destroyed if it turns out, for example, that “that continent is in the way right there, so just push it down half a mile or so for a few decades and get it out of the way until we need it”, but for the most part mortals tended to prosper.

When the maelstrom struck, however, and the gods had to drop tools and run, things got a little messed up. New mountain ranges formed, rivers changed course, time sometimes ran backward, things like that. Much, possibly most, of the structure that had been formed or used by mortals was lost. Not necessarily destroyed, but much of it was no longer accessible, and in many cases the location of various things might no longer be known.

For most mortals life basically continued on. Changed, but survivors survived and continued to prosper, more or less, rebuilding civilization.

For some mortals, though, the stories of lost wonders is something of a draw, much as a candle is to a moth. They want to find out what is over there? and how did this happen? and what does this do?

These mortals are the adventurers, who seek lost marvels and to bring back the wonders told of in stories.


We are using guidelines derived from Lexicon (created by Neel Krishnaswami) and Microscope (created by Ben Robbins).

While both Lexicon and Microscope are presented as games, we are treating this more as a ‘shared activity’ — in part because it is difficult to come up with a good scoring mechanism, but mostly because nobody cares about ‘winning’.

I see the Microscope session focusing primarily on the Age of Gods, with the Lexicon session focusing primarily on the Age of Rediscovery. This is not a hard and fast rule; if it proves more interesting to span all three ages, there is no real reason not to.

Microscope Session

We will be starting with a Microscope session to describe the baseline campaign setting.

  • Microscope Framing contains the high-level outline and starting information of the Microscope session.
  • Microscope Hierarchy contains the detailed outline created during the Microscope session. Individual entries will lead to wiki pages of the periods, events, and scenes. These will likely be very brief initially, and will be the starting point of the later Lexicon session.

Lexicon Session

The Lexicon activities are probably going to be much less structured. I am not certain how to represent them… I think maybe having a wiki page per turn where people can identify what they are working on or have posted (with links to the articles), with an entry in the Adventure Log for each turn summarizing the new material?

So far, people have been editing wiki pages as they see fit, and I’ve been keeping a running log in the Lexicon Status page. It seems to be working so far.


A bit of information about how to use the wiki.

Seekers of Lore

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