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Lore & F.A.Q

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About the Group

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Q: What kind of story/group is this?

A: The City of Custodia is a interactive roleplay campaign set in the future on the planet of Selvis in a post-apocalyptic dystopian metropolis. It will incorporate mostly narrative decision making with elements of DnD 5e, d20 Modern, and inspiration from other homebrew systems, such as the Brass Tacks system by CDMutineer. The main Deviantart page will host the application process and the gallery. Further information will be located on this website, while player interactions and the actual campaign will be held on the group's Discord.
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Q: What is Custodia?

A: Custodia is the dystopian city and main setting of this story. Inspiration for the city's structure, layout, and aesthetic can be taken from modern day Seoul and Tokyo, as well as fictitious works like Bladerunner and Cyberpunk 2077.

 

Q: What are the different types of classes and what do they do?

A: The six classes types in this campaign are Soldier, Defender, Gunslinger, Infiltrator, Scientist, Techie, and Investigator. ​For flavor text and suggestions about each class, click here. To check the Reserves List for each class, click here

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Q: But I've never played DND before! 

A: No worries! This isn't a traditional DND campaign. It's designed to have large periods of roleplay and planning amongst players and their characters. There will also be instances where players will be asked to roll a d20, d10, or a d6 and add whatever stat modifier is asked in the Discord server (there is a bot that does this in the server). Since this story deals with real people and a more modern/futuristic setting, it isn't going to be as combat and mechanically heavy as traditional DND (although there will be some fighting for sure). Nobody is expected to be an expert, and the mods are always here to help!

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About the city and world

 

Q: Is this Earth? 

A: Nope! The City of Custodia is on the planet Selvis. The planet was settled by humans in the future post-space travel. Uhora is the main continent and largest landmass on the planet, and Custodia is on the bottom right peninsula of Uhora (see this map!). 
 

How old is the city/what year is it? 

A: The year is 2505 and the city is roughly 75 years old. The timeline of the main story will begin in September of 2505. 
 

Q: How did humanity reach Selvis? 

A: Humanity by this point has now developed space travel and has been colonizing new planets. Selvis was the most akin to Earth, and so they settled on Selvis first and have been there for over a century. Most of the colonizers were brought on the three flag ships: the Edain, the Ile, and the Nisshoka (Eden, Edifice, and Eclipse respectively). The three countries that were established on Uhora were then named after the three flag ships. Communication and long-form transportation was still possible with Earth, but has since been severed since the Catastrophe.

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Q: When did the Catastrophe happen and what took place? 

A: The Catastrophe happened 75 years ago when a core reactor in Synth Corp.'s main facility melted down, causing a largescale explosion that resulted in thousands of deaths and the release of the toxic fungal spores that polluted the entire continent. The three countries residing on this continent (Edain, Ile, and Nisshoka) tried to deal with the massive fungal spread and failed. People fled to the southernmost peninsula in Edain and the "Big Three" corporations (Synth Corp., Genesis Inc., and NovaTech) founded and built Custodia, placing it inside of a giant electromagnetic dome to protect the citizens from the spores. 

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Q: What about the Wastes?

A: The Wastes refer to the rest of the continent that has been overtaken by fungus. The fungus caused mass decay, creating swaths of desert across the entire continent, hence it now being called The Wastes. There are, of course, abandoned towns and cities that still have some mushroom forests growing through them. The density of these forests also becomes thicker and the area becomes less desert-like the closer one gets to the epicenter of the explosion. The danger increases in these areas as well.

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Q: What kind of dangers are we talkin?'

A: The air is toxic, mixed with spores, biproducts of decay, and some radiation. The further away from the epicenter, the less toxic it is, but Custodia enforces any military or freelance personnel to have approved exo-suits in order to adventure out into the Wastes. In terms of creatures, large mutated insects are the most common threat when traipsing across the desert, as well as monstrous worms that live beneath the dust and sand. Some scavengers have also claimed to have seen strange humanoid creatures ("Runners") that have mushrooms growing on/out of their skin, but this has yet to be confirmed by city officials. 

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Q: What are the symptoms of the infection?

A: If exposed to the air for an hour, the afflicted may experience nausea, vomiting, headaches, fevers, fatigue, and potentially an increase in asthma and allergy symptoms. Exposure up to six hours can lead to worsening of the aforementioned symptoms plus mycosis of the skin, dizziness, confusion, and hallucinations. Exposure past six hours is dire; those who are not promptly treated become erratic, violent, and die within 36 hours.

 

Q: How is the city protected?

A: When construction for the city began, the Big Three constructed the Wall (a 60 ft. structure separating the Seward Peninsula in Edain from the rest of the continent) and the Towers (a network of radio-looking towers all along the shores of the Seward Peninsula). Through a combination of the Wall, the Towers, and NovaTech technology, an electromagnetic field (or "bubble") was created around the perimeter of the peninsula. Everything inside of the bubble is now Custodia. The only way in and out of the city is through the North Gate at the Wall (a heavily guarded facility that leads to the Wastes) and three ports located around Custodia (one to Gullna Island, one to the Waterford Isles, and one to a buoyed area that has been officially recorded to have uncontaminated fish and sea life). 
 

Q: What is the government/law enforcement like?

A: Although the Big Three still function as separate corporations, they run Custodia as an oligarchy. There is a small council of elite representatives from each company that get together govern the city as a whole. The Big Three also instilled a shared universal militia that regularly patrols the city, guards the Wall, monitors the electromagnetic barrier, and oversees Gullna Island. There are also four courthouses that operate and maintain law in each district. Those who commit minor offenses either have to pay fines or spend a short amount of time in jail. Those who commit major offenses or repeated offenses are sent to work in the labor camps on Gullna Island. 

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Q: What is Gullna Island?

A: Gullna Island ("Golden" Island) is an island off the western shore of Custodia. It is just under 3,000 square miles and is the agricultural center for Custodia. Due to its close proximity to the mainland, the Big Three erected another electromagnetic barrier over the island in order to keep the spores out and those imprisoned on the island in. Gullna Island's workforce and population is primarily made up of inmates serving their time. 

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Q: Then what about the Waterford Isles? 

A: Founded by James C. Waterford, CEO of Genesis Inc., the Waterford Isles are a string of smaller islands off the northeastern coast of Custodia and are home to the rich and elite. Since the Isles are far enough out into the ocean, the spores do not reach the Isles, and so it is said to be a tropical paradise with fresh air, beautiful vistas, and flourishing fauna. Although it is mostly populated by those higher up in the oligarchy and respective corporations, there are those who were granted residence as a reward for their service and loyalty. Being "promoted" to the Isles is a pipedream for many Custodian citizens. 

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Q: Is there currency?

A: Yes. After the fall of the previous three countries, the Big Three instilled a universal crypto-currency for Custodia to ensure unity and economic growth. The currency is called Hex (since the icon looks like a hex nut) and 100 Hex is worth $0.88 USD or €0.75 EUR (there is no cent period, similar to yen or won). 

 

About the people and city-life

 

Q: What is the culture like?

A: Custodia has a mix of cultures and languages, although the leading spoken and written language is English. It is a bustling city with many industries and institutions that modern day would have. The setting is inspired by cyberpunk, synthwave, and futuristic 80's in terms of aesthetics, clothing, entertainment, and mainstream media. Hoverbikes and cars are common, though most can only lift about four feet off the ground. Technology such as holograms, virtual reality, and floating touchscreens are also common. 

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Q: What about the seedier side?

A: There is, of course, rougher neighborhoods located within each district, and mild acts like gambling, fight rings, and minor intoxication incidents are often overlooked. Currently, the most popular narcotic is called Vapors and is often found in these areas or sold on the Black Market. The Black Market is more of a network that runs between all four neighborhoods rather than an actual market, so it depends on who you know. Despite this, there is always some type of work in the shadows of the city—if you know where to look.

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Q: What are psionics?

A: Psionics are people who possess psionic, or physic abilities, such as moving objects with their minds. There was a sudden increase in those with psionic powers after the Catastrophe, which is something that scientists are still researching. The common theory is that some people inhaled the spores and it caused a mutation or "awakening" inside their brains. At this point in Custodia's history, having psionics has become an inherited trait, passed down to younger generations. Currently, there are two main types of psionics: Telepaths and Sages. Telepaths typically have abilities associated with touching other minds, gain insight on objects, and influencing others (think inward abilities). Sages, on the other hand, use their minds to manipulate forces outside of their bodies. They can push objects or another person back slightly with kinetic force, create a brief 2 second barrier between themselves and an opposing force, and, in some cases, create small bursts of heat and flame.

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Q: Why can't characters have psionic abilities AND cybernetic enhancements? 

AOnce metal and new bio-electrical currents are introduced into the body, psionic abilities are completely cut off. The leading theory on this is that psionic power draws upon organic energy since the spores that helped produce this effect were once living organisms. For those who want to keep their psionic abilities, it is best advised to not obtain any cybernetic enhancements. On the contrary, for those who are tormented by their abilities and wish to subdue them, cybernetic enhancements are often prescribed by their doctor as a form of treatment. 

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