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Worlds of OSR+

Masks of Moruin
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Who Killed the World?

It's 20,000 Years
in the Future

You find yourself in the land of Moruin, where the Tribes of Men gather, their leaders seeking the source of The Tones... You huddle for safety under the Domes, where the power of the Old Machines help you survive. Everywhere, you hear the sound of The Tones, a low hum that fills the world... The seas are poison. The Old Kingdoms die. Life is wicked. The weather is violence.

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Explore Featured Content

Be Careful Venturing Far or Wide...

Or Else You May Earn a Place Among the Wasted

The Violet Queen, who rules from the Dome of Moruin, is a friend to none and a foe to all. She seeks the source of the Tones for herself, and her vast power and iron fist holds Moruin together. She instruct you to find, in the Outlands, ominous obelisks called the Eyes of Zozma, that look upon a swirling pool of primeval chaos, and may lead to a land of salvation. Do you dare defy her?

Don't Leave Home without a Shieldsuit...

The Subtle Heat will Cook You

The Outlands are full of unnatural hazards. Whatever magical cataclysm occurred in the past caused the lands to be poisoned by radioactive numenic ore and ravaged by doom storms. This meteoric material blankets every landscape, giving life to weird behemoths, hive monkeys, brain-sucking fish men, hordes of mutated Wasted, and worst of all: the Enders, giant mechanical worms that spread a terrible techno-virus throughout the land.

In the Wreck of This World...

Lie Ancient Secrets That Lead to Paradise

The Tribes of Men oppose the Violet Queen and her council of Elder Heads: within the black Fortresses of the Strong, mind-warped overlords steel themselves behind immense gates. To the south, the Sorcerers of Vek enslave peoples of all shapes and sizes, luring their victims into Slow Fields as they unleash waves of raving Wasted. You must choose your allies wisely.

Who Will You Be?


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Charge Your Shield Suit and Let's Explore the Mutated World of Moruin...

Masks of Moruin is a point crawl in magical post-apocalypse. You serve as the Violet Queen's expedition party, searching for clues that lead to the source of the Tones, a promised land free of radiation. The farther you travel from the Dome of Moruin, the weirder things get, from warped landscapes to even more warped monsters. Managing resources, like lodestones for your shieldsuits, rations, and supply becomes essential, as well as making friends (who hopefully won't enslave you). It is said an endless poisoned ocean waits for you beyond the reach! Be careful when venturing far and wide...

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Hostile Environment

Travel between points of interest triggers randomized perils against which the PCs must take precaution. In addition to the ever-present numenic radiation outside the Domes, Doom Storms flatten landscapes, Zapper Zones vaporize travelers, and the Slow Fields leave victims vulnerable in the open.

Traps & Other Perils

Random Encounters

The ruined world of Moruin is full of megafauna that grow fat on what few lodestones remain in the world. Avoiding them is prudent, but their body parts may carry valuable supplies and their bellies powerful remnants of the past.

Building Encounters

Overworld Play

As new factions are discovered, you can engage the Overworld to build alliances, creating safe havens where your party can rest. But beware: if you make allies out of the Violet Queen's enemies, you may lose her favor.

Overworld Play

Resource Management

There are no wounds in Masks of Moruin: you're placed on death's door at 0 HP. Keeping a steady supply of lodestones to power your shieldsuit is critical to your survival, as well as being judicious with other resources.

Death & Dying

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