The Fall of Vusoria

Welcome to the Fall of Vusoria

The Fall of Vusoria is a fantasy survival horror campaign. Set in the world of Vusoria where metal tools, weaponry and armour are only just becoming common place. Few people are literate as Vusoria is only just coming out of the Dark Times and already the Tribes face new challenges. With the Vexen, creatures of Vusoria…and each other.

It's been almost 900 years since the Gods left Vusoria.

The five Tribes they abandoned are scattered, estranged and so different from one another that it seems impossible for them to ever work together.

The Vexen, the cannibalistic barbarians from the Wastelands, are amassing their biggest army yet and are preparing to march on the tribes lands.

Only two choices remain:
will you stand together and fight, or will you remain separate, trusting your Gods to guide your fate?

Game Philosophy

The general motive behind the creation of The Fall of Vusoria was our vision to create the game we want to play. To that end, we want to make an experience that both players and crew want to come back to and froth about, and we wanted to let you in a little on our thinking behind it:

  1. We aim to get a certain element of 'realism' into the game in terms of equipment acquisition. What this means in game is, while there will be some lammies in the game, players, and for that matter NPCs, won't be able to just take the lammies and go. So for example, If you loot a weapon or armour, we expect you to carry it somehow.
  2. The random element in skill checks is deliberate, and there for a reason. The idea is that even the greatest heroes in Vusoria can have an off-day and even the unlikeliest in some situations can occasionally get lucky!
  3. Vusoria is a harsh world. We won't be making too many apologies for character deaths, especially if players opt to poke traps untrained or pick fights with monsters armed with spoons.
  4. Nothing in the game is designed to be completely unkillable. Pretty much anything can fall victim to a well-placed knife in the back. But good luck trying on some of them…
  5. Do NOT expect any 'Deus-Ex-Machinegun' emergency plot! We will NOT save you if you do anything that causes an inadvertent TPK or gives the bad guys a huge advantage! That's all on you and your own interaction with the plot.
  6. Every NPC and monster we have thrown in has a reason for being in the same area as you; a specific motivation, and a plan. The good news is that this means crew should always know exactly what it is they are playing and why. The bad news is that players will find there are many reasons monsters want to eat you. 'Hungry' is a perfectly good motivation, after all…
  7. Plot will be happening whether players turn up to meet it or not. So action (as well as inaction) will regularly have very real game-time consequences!
  8. We are after a 'heroically violent' game. We expect combat to be (IC of course): crunchy, full-on and frequent, and healing is hard in this world. But to paraphrase Samuel L. Jackson, we don't want you going out like a punk - we are aiming for some truly epic last stands! However, this doesn't mean you are safe from getting shivved if you go out in the dark by yourself. (The plot will, of course, encourage you at times to go out in the dark by yourself…)
  9. The game is designed for political and plot tension between players and Tribes in particular, but it is not inherently designed to be a player-versus-player system. We won't get in the way of PVP, but bear in mind the likely IC consequences of any actions you conduct…
  10. The game is aimed as fantasy survival horror. We hope to include all of these things in good and equal measure. That means we do want to scare the hell out of you when we get the chance, and as said before, we won't save you if someone's stitched you up. Have a backup character in mind when you turn up, and expect to run during the game!