📖 The Setting
The planet Isandor is a remote, hostile rimworld far from the safety of the core systems. Once marked as a promising colony world, it was abandoned after the collapse of key trade routes.
What remains are scattered groups of colonists, desperate survivors, mercenaries, and exiles — each carving out a place among the unforgiving landscapes.
Magic and technology coexist uneasily here. Arcanists weave ancient power into weapons and defenses, while gunsmiths and engineers craft firearms, cybernetics, and improvised gear from salvaged scraps.
Colonies rise and fall on the fragile balance between survival, trade, and conflict.
🛰️ Themes of Isandor
Survival at the Edge
Food, medicine, and resources are scarce. What you plant, mine, or scavenge may keep your people alive… or fail at the worst possible moment.
Factions & Politics
Colonists aren’t alone. Tribals, raiders, mercantile guilds, off-worlders, and strange cults all struggle for dominance.
Gritty Consequences
Wounds scar. Prosthetics replace lost limbs. Not everyone returns from battle. Your story is defined by what you sacrifice.
Magic Meets Machinery
Wizards carry spellbooks alongside mercenaries with rifles. Divine healers work beside field medics. Technology and magic blur into strange hybrids.
Player-Driven Stories
This world evolves with you. Every choice, trade, raid, alliance, or betrayal shapes the living history of Isandor.
🔮 Life on Isandor
Life is harsh, but every colonist brings their own skills and story.
Whether you’re a sharpshooter, battle mage, field medic, or simple farmer, survival depends on cooperation — and sometimes betrayal.
⚠️ On Isandor, every choice has weight.
- Do you spare a wounded raider?
- Do you trade with the Guild knowing it funds their mercenaries?
- Do you risk magic that twists reality for power?
Your actions echo.
Your colony endures… or it burns.
🗺️ What to Expect as a Player
- Persistent World – The server remembers your story, even when you log off.
- Colonial Building & Survival – Secure food, craft weapons, and manage resources.
- Gritty Combat – Guns, spells, blades, and wounds that leave lasting impact.
- Factional Politics – Align with or oppose the powers of Isandor.
- Roleplay-Driven Narrative – The world grows and changes through your actions.
🛡️ Playable Factions
When joining the world, players align with one of three core factions:
🏡 The Colonists
Survivors who band together to build something lasting. They value cooperation, trade, farming, and defense.
Colonists are the heart of Isandor’s fragile society — if they endure, civilization has hope.
Strengths:
• Cooperation
• Farming
• Infrastructure
• Community building
Weaknesses:
• Vulnerable to raids
• Reliant on trade and alliances
☠️ The Raiders
Merciless warbands who live by taking from others. Raiders thrive in chaos, striking colonies and caravans for loot and supplies.
They value strength and fear above all.
Strengths:
• Aggression
• Intimidation
• Combat prowess
• Looting
Weaknesses:
• Poor infrastructure
• Unstable alliances
• Constant enemies
💰 The Guilds
Organized networks of traders, smugglers, mercenaries, and profiteers. They don’t care who wins or loses — only who pays.
Some guilds operate as legitimate merchants; others thrive in the black market.
Strengths:
• Trade access
• Wealth
• Influence
• Mercenary muscle
Weaknesses:
• Self-interest
• Vulnerable to corruption and betrayal
🚫 Non-Playable World Forces
These factions cannot be chosen by players, but they shape the world as DM-controlled threats, allies, or story drivers.
👁️ Offworld Influences
Corporations, mercenary fleets, and prospectors from beyond Isandor’s skies.
Rare visitors with immense power. When they intervene, the balance of the Rim can shift overnight.
🕯️ The Cults
Fanatics who worship forbidden powers — ancient gods, alien entities, or corrupted magic.
They are unpredictable, dangerous, and willing to sacrifice anything for their dark visions.
🤖 The Mechanoids
Self-replicating war machines left behind by an ancient civilization — or something worse.
Cold, merciless, and unstoppable, mechanoids do not negotiate.
They eradicate.
They assimilate.
Colonies that draw their attention rarely survive.