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Hawkmoon: Adventures in the Tragic Millenium
[edit]The old world did not perish cleanly. It rotted into splendor.
In the age called the Tragic Millennium, Europe lies broken beneath the weight of fallen empires, grotesque sciences, and the ambitions of cruel men who adorn themselves in velvet, steel, and the relics of a stranger age. Ancient kingdoms have withered, tyrants rule from cities of ceremony and terror, and engines no sane artificer ought to trust still sputter, blaze, and kill beneath the hands of those who have inherited them.
Here, the sword has not yielded wholly to the engine. Men still cross blades in courts of impossible etiquette. Warriors ride beneath fluttering standards. Armor gleams in torchlight. Yet amidst this grandeur stalk devices of another order entirely: masks that alter the wearer, engines that spit ruinous flame, and secrets preserved by savants who know more than is safe and less than they pretend.
This Codex presents a version of Hawkmoon shaped for play: a world of decadent courts, fallen powers, desperate heroism, forbidden science, and adventure in the shadow of ruin.
Hawkmoon is a dark baroque science-fantasy setting: a Europe of swords, banners, plate and mail, cruel emperors, masked orders, lost knowledge, and weird devices that intrude upon a world still otherwise ancient in its habits. It is not clean futurism, nor is it conventional fantasy. It is a dying world of spectacle, cruelty, and heroism.
The Shape of the World
[edit]The lands of Europe endure, but in forms twisted by centuries of decline, war, conquest, and monstrous experiment. Kingdoms survive, though many are diminished. Great powers rise in splendor only to reveal corruption beneath the gilding. Courts and camps alike are haunted by the remnants of sciences no longer fully understood. The world is not dead, but wounded; not lawless, but ruled too often by mad order.
For common folk, life is hard, local, and precarious. For nobles, officers, savants, and agents of power, it is a pageant conducted on the edge of catastrophe. Between those extremes move the heroes of the age: wanderers, rebels, swordsmen, scouts, exiles, scholars, rogues, and champions who refuse to kneel quietly before the darkness.
Themes and Mood
[edit]This setting is built around a few central ideas.
- Decadence and Decay: Splendor remains, but it is the splendor of a declining age.
- Sword and Relic: Steel and courage still matter even in a world haunted by strange engines.
- Cruelty and Pageantry: Power is theatrical, elaborate, and often monstrous.
- Forbidden Science: The great wonders of the age are inherited, half-understood, and dangerous.
- Heroism Against Corruption: Individual courage still matters, even when history itself seems diseased.
The proper tone is one of grandeur under shadow: courtly, baroque, ominous, and romantic in the old sense, where beauty and ruin are rarely far apart.
Where To Begin
[edit]For new readers, these pages are the best first doors into the setting.
The Great Pillars of the Setting
[edit]The World and Its History
[edit]The Tragic Millennium did not come all at once. It was the long unmaking of an older order, followed by the rise of new tyrannies, distorted courts, broken peoples, and the persistence of things better forgotten.
Nations, Powers, and Courts
[edit]The map of Europe is no longer the map of old history. Power has shifted, hardened, and curdled. Some lands endure in courage; others in cruelty.
Forbidden Science
[edit]The age is haunted by engines and devices whose makers are dead, whose principles are obscured, and whose effects remain terrible. This science is neither modern nor rational in the common sense. It survives as inheritance, ritual, jealously guarded art, and dangerous experiment.
Heroes of the Age
[edit]The player characters of this setting are not ordinary peasants swept up by accident, nor shining demigods who stride above consequence. They are men and women of unusual courage, skill, opportunity, or desperation, moving through a world that is too large, too cruel, and too unstable to permit complacency.
For the Game Master
[edit]Beyond the visible world lie the deeper structures of the setting: recurring threats, secrets, campaign models, and the means by which to make Hawkmoon feel like Hawkmoon at the table.
Playing in Hawkmoon
[edit]Adventures in this setting should feel immediate, perilous, and richly atmospheric. A campaign might center on resistance to an empire, journeys through devastated lands, the escort of a dangerous relic, court intrigues in poisoned halls, raids against masked enemies, or desperate alliances between powers that despise one another only slightly less than they fear extinction.
Violence matters here, but so do rank, ritual, symbol, reputation, and nerve. A duel may shape policy. A relic may overturn a kingdom. A single hidden laboratory may doom a province. A single courageous act may become legend.
A World of Masks, Steel, and Ruin
[edit]If this setting has a single promise, it is this: the world is sick, splendid, and dangerous, and yet there remains room within it for boldness.
There are still men who take up the sword for honor. There are still women who defy tyrants and savants alike. There are still lands not wholly broken, loyalties not wholly corrupted, and causes worth risking death for. The Tragic Millennium is an age of ruin, but not yet an age without hope.
The Runestaff
[edit]There are forces in this world that do not belong to kings, courts, or even the masters of forbidden science.
Among these is the Runestaff.
It is not a weapon, nor a relic in any ordinary sense, though men have sought it as though it were both. Its nature is uncertain, its purpose obscured, and its presence felt more often in consequence than in sight. Those who speak of it do so cautiously, as one might speak of a law that cannot be repealed.
It is said that those who swear by the Runestaff set themselves upon a path from which there is no easy turning.
Those who dare swear by the Runestaff must then benefit or suffer from the consequences of the fixed pattern of destiny they have set in motion.
Whether it is a force, an object, a principle, or a fiction made real by belief, none can say with confidence. Yet its shadow lies across the Tragic Millennium all the same, and there are those who claim that even the rise and fall of empires are not wholly free of its design.
Hawkmoon Codex Home • Character Creation • Edges • Hindrances • Marks of the Ancients • Granbretan • Tragic Millenium Europe • Science and Sorcery • Arms and Equipment

