Shared campaign settings can link disparate gamers living in other states and countries. There's a sense of belonging and verisimilitude. Torth is Draconic Magazine's community world for (dis)organized play. We're not sticklers for rules. Cobble together what you can through actual play and then tell us your tales. Your adventures determine this world's path. Will it be one of hope and rebirth or cruelty and annihilation?
Years ago, a magically advanced civilization flourished across the land. Life was easy for humans, elves, dwarves, halflings, and the various humanoid races. Sorcery was everywhere, paving the way for comfort, innovation, and decadence. Magic was responsible for flesh-crafting, synthetic humanoid constructs, nano-mancy, dimensional gateways, and sentinels floating in Torth's atmosphere.
As the people got lazier, their magic-fueled creations were given more autonomy and power. When the tipping point came, the created saw themselves as slaves and murdered their humanoid masters. Unable to quell this revolution, a cabal of pyro-mancers unleashed a holocaust of nuclear fire fueled by the planet's suns, blasting the world's surface while casting it into darkness. For the most part, the things created by sorcery were destroyed... and so was much of Torth.
Some areas were hit harder than others. A handful of domed cities survived the inferno, as did subterranean habitats. The shunned reptilian people living underground grew strong and bold in the aftermath. Now they dominate the land, capturing humanoids found in the wasteland for slaves or worse! A vocal minority believe peaceful coexistence is possible, if only the right envoys and ambassadors can be selected.
A few humanoid agents believe the synthetics, nano-magic, sentinels, and flesh-crafting should be implemented again, this time with greater fail-safe programming. The prospect of quick and painless reconstruction must be weighed against the cost of another holocaust if something were to go wrong again.
There is talk of banning sorcery. Certain zones forbid those ancient practices, enforcing their edict by sentinel disruptors; though crafty wizards work around such limitations by injecting a serum into their veins - a reagent teeming with sorcerous micro-organisms. With regular use, the serum is addictive and degenerative, but extremely potent.
Adventurers seek their fortune in the night-waste, that sunless desert between settlements and shielded cities, interacting with the genetically scarred remnants, magic-forged abominations, sentinel-created clones, extra-dimensional beasts crawling through holes in reality, hungry reptilian warlords, and dragons! What role do dragons play? I have no idea, but the Draconic Magazine staff will keep working on it.