Tropes and Themes

The Poisoned World milieu lends itself to an incredible array of possibilities when it comes to sessions and scenarios - even entire arcs or campaigns.

Though most of Bastion is civilized there are a number of Strata which are dysfunctional in nature - by design, of course. The number of races and cultures are even more numerous than the Strata themselves and the political elements shouldn't be overlooked. In addition: with magic, plus technology ranging from just after stone-age to Lunarian, the potential is unreal. Glyph technology gives us access to gateway-style transport systems with unknown destinations, potentially to entirely different realms.

As we step outside of Bastion, we have a mostly ambiguous area called "Beyond Bastion" which has been barely touched. In 10,000 years, empires could have easily risen and fallen: what is outside of Bastion? To be sure, there are others - if they survived - who would come looking for Bastion. At 20+ miles high, it would be easy to see for hundreds of miles - presuming that Bastion was the size and shape of Earth (doubtful).

In fact, so much of how campaigns have taken place inside of Bastion because the place is HUGE. On top of that, it holds a whole bunch of mysteries in its own right.

PW was designed to be "characters starting in a comfortable, modest technology nest" with dangers of any conceivable types outside in a post-apocalyptic setting. The question comes is not what can we do on PW but ''what we shouldn't do. ''OK, I do have a few ideas on that. PW is a world with incredible stories waiting to be written.
 * High tech space opera, though the occasional high tech adventure is not out of bounds.
 * I can't think of too many more. Anyone got ideas?