Shattered MU

Shattered is a game focused on a group of warrior mages and their bonded mythics - dragons, griffins, pegasi, and other mythical flying creatures. As members of the Wardens, they face rising mysteries and threats 70 years after the apocalypse destroyed the world as we know it.

We are a PvE game with a strong metaplot and regular player-run plots and events, with a focus on distracted and synchronous RP.

As spring rises into full swing and we head into our second year of play, two major plot points provide an easy in for new characters: the threat of Shattered monsters on the border and unusual occurrences inside the Prism Passes.

For the next few weeks, all new characters can hit the grid running with either an unusual experience in the Prism or a recent combat encounter with a Shattered skirmish before their transfer to the PC post of North Weyr.


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Seventy years ago, the barrier between our world and theirs shattered. Monsters and magic ravaged humanity, tearing it apart.

But humanity did not go easily. Some humans mastered magic, bonding themselves to the very monsters who seek to destroy us. They became Wardens, a group sworn to serve and protect the half million citizens of the Cradle. Their power made it possible to carve out a safe haven where civilization can grow in the aftermath of the apocalypse.

For over thirty years, the Cradle’s borders have been secure.

But now, the Shattered monsters who destroyed the world are stirring with renewed purpose.

For nearly a year, they have hammered the Cradle’s southern border and attacked convoys that reach outside it. The Wardens have pushed back, striking at supply lines and outposts and even into the minds of the Shattered themselves. After a winter detente, the spring thaw is seeing a renewed effort to break through the magic alarm that protects the Cradle.

Worse, the Prism has begun to cause growing worry. The untamed paths that serve as shortcuts between the world have always been changeable and mysterious - but not like THIS. Whatever’s going on in the Prism doesn’t feel usual at all - and it’s more dangerous than ever.

4 Likes

I checked this game out and from the looks of it, it might be good. It just struck me as unfocused. Like there were people who had dragons familiars and could throw magic around and their dragon could do magic and the setting has them as both the heroes of their society and somehow outcasts in it?

The description of the game and the way the mechanics make me think the theme needs to pick a lane. If the whole of human civilization depends on a few hundred people who have a unique talent for bonding with dangerous monsters and unlocking crazy magic then those few people should be looked at like the modern rock stars.

Also the idea that one day the monsters who are the pets of these heroes are inevitably going to turn evil is lame. It undermines the very core idea of the bonding effectiveness. It’s edgy for the sake of being edgy. And in any real society if the monsters were going to turn on civilization after a certain amount of time then people would only be allowed to use them for a short period, the monsters would be executed and a new monster would replace them. Just waiting, and hoping for the best until it’s too late and Bob’s pet Griffin is eating a 5 year old would not fly in any reasonable society.

Bonding with the companion either needs to cure them of whatever is driving all of the mythics to kill all humans or mythics should be declared the enemy of all mankind and none of them should be spared. This is how survival of the fittest works. You can’t be kind when the other guy is trying to exterminate your entire species out of blind, unreasonable, rage.