I have been silent until I had all my ideas solidified. It began, for me, of course, with the same sorts of brainstorming everyone else has been doing. A single line, however, caught my attention—that the huge bronze giant statue that defended Crete (and something called the 'Amitra' in Hindu literature) is in fact an example of the 'Giant Robot' Genre at work.
And so…a brief excerpt. I'll proofread it later, but here's where I'm going.
**This RPG takes players back to the 1600 unaccounted for years between the Biblical fall of Eden and the Great Flood that has been retold in thousands of cultures. It runs on the principle that we have only the scraps that we have remembered and retold, shaped by a new dark age to reflect the memories they barely understood. Eden was not the beginning of all creation, but it was the beginning of a great and terrible war. Six nations: The Cahokians, the Quetzelan, Kamuri Kamden, Atlantis, Lemuria, and Rama eye one another with suspicion and hostility in the aftermath of a terrible tragedy. The displaced Sons of Eden grapple with their faith in the weight of destruction. The Sons of Mars look down from the planet above and offer their tainted aid to any who will purchase it. And every nation has discovered the secret of Faeonic Armor, semi-intelligent power suits which are born of an infusion of a symbiotic energy creature and the wondrous metal orichalcum. Through the Armor, warriors who appear as great metallic half men, half beasts, carry out deadly skirmishes over land, air, and sea.
The seeds of all of our legends are here: lost continents, ley lines, the real secret behind the great pyramids, menhirs, the fall of Eden, the eventual Great Flood, and the reason why there is a face on Mars. Eden was not guarded by an angel with a firey sword, but destroyed in a single day by fire and death by the same technologies that Robert Oppenheimer will come to rebirth in our own age. Stories of half-men and half beasts are given life and explanation in this setting. History truly repeats itself, and sometimes by the time it does it has mutated into little more than legend. By the time Jason and his Argonauts face down Talos on the Island of Crete, the great “bronze” man is little more than the last, mad relic of a world that had, by then, disappeared.
In Fathers of Talos, these eventualities—the birth of our world and our age as we know it in the dark waters of the Great Flood—exist as dire prophecies and dark predictions of scientists and scholars. Players will have the ability to live a legendary history…
Or change it.**