Dungeon Dabblers and Daddies

A world where everything is the same as you know it; and yet always indescribably, and unsettlingly wrong.

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Latest Completed Contracts

3 Contracts have been run in this Playgroup
4 months, 1 week ago: Adi ran Bobasaurus
Ringer Victory - An NPC ringer Played by feralgoblin

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Juxtapose Earth

Juxtapose Earth is a distorted mirror-reflection of the modern world you know. You could assume that this means that everything is the opposite, that magic is real and humans live in harmony with nature.

You're invited to look beyond the prismatic film. To see exactly how the mutated, mutilated Earth that you now live upon has been grafted from the diseased, and dying Earth you've known your whole life. Can you stop this Earth from being overrun the same way? Or will you aid in quickening it's destruction?

Now's a good time to choose sides, or choose yourself.

House Rules

Contractors from Dungeon Dabblers and Daddies Are portable, and may play in Contracts in other Playgroups.
Dungeon Dabblers and Daddies grants 6 Experience points to GMs who achieve the Golden Ratio.
  1. Citizenship: Active Players are expected to reappear on Juxtapose Earth from time to time. If you have not played as a Contractor or NPC on Juxtapose Earth for longer than 12 weeks: you must introduce a new Contractor to the World, and no prior Contractors that you have played on Juxtapose Earth may rejoin.
    • All Contractors on Juxtapose Earth are over the age of 18. No New Humans have been born here in the last 10 years.
  2. Supernatural Powers: All Citizens of Juxtapose Earth are aware of it's status as a Prison. All non-mastery, non-concealed Powers must be obviously supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.
  3. Old Earth v. New Earth: This can be described most succently as-- Political Right v. Political Left. Which means: if your Contractor joins, or publicly takes up the values of, either Faction then their behavior must be in-line with either of the established 'Liberal' or 'Conservative' view-points. Of course, much like on Our World, this will look like a venn diagram based upon the other values that your Contractor holds in high-esteem.
    • However, if you are found to be "acting-in-opposition" to the views of Your Chosen Faction's Fellowship (This occurs when you cannot explain your Contractor's foundational values which cause a contradition to the viewpoints of your Chosen Faction**) then you may see your fellow faction members begin to distrust you, or take a disliking to your presence. Keep this in mind when determining if you will hold loyalty to anyone other than yourself, and remember: Mob Justice is swift...
      • { ** Re: Explaining your Contractor's values- When questioned, your explanation is expected to be as concise, logical, well-reasoned, and as well-evidenced, as a typical explanation of a moral contradiction is. Your success in this venture is entirely at the discretion of the GM. Good Luck!}

Full Setting Description

They Learned of The Wormhole Before They Knew The Ending

The year was 1206 on the New Earth, but it was not known to it's inhabitants that there even was a 'beginning'; not until well after they had begun to awaken.

Up until that point, the Earth was as we had always known her. A vast, rolling landscape where Civilizations grow like tumors; split apart by massive oceans filled with chemicals and garbage- enough to create new continents using only the plastic we manufactured. We watched as species went exstinct, and pious wars were loudly waged under the guise of righteous servitude to an oppressed populace; while secretly holding loyalty to only patronage. 

Each week after their Awakening brought a new revelation, and the inhabitants slowly learned that they were not on the Earth they had known. Unbeknownst to the citizens of Juxtapose Earth: they had been weighed and measured, made to stand trial, and they had been found wanting. A verdict of “guilty on all charges” had been submitted and the sentance was to be forced to right the wrongs, or suffer an even more tormented end. As knowledge of the prison spreads, a movement begins to arise. To mobilize and share the knowledge of the Old Earth, and attempt to bring the austerity of the Old Ways to Juxtapose. As a divide begins to emerge amongst the prisoners, a violence that had not been seen on the New Earth bubbled up from tensions, and soon they remembered: mob justice is swift.

Yet there is a rising reminder of the past, as the Old Ways gain power the prisoners install Elites and Aristocrats into decision-making roles, and employ unscrupulous individuals as "advisors" or "protection." Crusaders and Charlatans of all types, from disgraced military leaders to televangelists, have flourished with new power; despite the riots and rancor from those who wish to see the New World take on new foundations. Though to be clear, piety and reverence of the Old World Ideals varies from place to place; and any rigidity of their practice ranges from person to person.

The New World is changing, as it was created to do, and the civil unrest is forcing the prisoners to finally begin to live-out their penance. It is now, in the midst of this great period of change, that The Powers That Be have once again turned their attention to the frivolity and recklessness of the Humans. For the first time in two hundred years Harbingers will entertain themselves with the foolish and presumptious curiosity from Humanity, and we will see them approach worthy individuals with an offer they won't refuse.

The Games have returned and a new generation of Contractors are being gathered.