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October 9, 2025

My Evil Is Law: Setting Overview

A first draft overview of a dystopian science-fantasy world

Last week I shared a mook generator for a game (working title: My Evil Is Law) that has been pushed to the side for the time being. It began life as thematically a mix between Samurai Jack, Dark Sun, and a bit of King’s The Gunslinger. Overall, the thematic goal is to have it be open enough that it allows for traditional wizards, futuristic robots, and just about anything in between. So here's some baseline information for the world. It's all “first draft” material so nothing is set in stone. Keep tuned for the mechanics draft next week!

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- 1d20: PC Origins -

time portal samurai jack
  1. Flung forward in time before you struck the final blow against the Overlord

  2. Sent back to protect your the savior of the future

  3. Teleported through time by an alien encounter

  4. Slept for eons in a forgotten cave

  5. Awoke naked instead of dying in a war that took place in a distant land

  6. Left behind in an alternative timeline by your timetraveling lover

  7. Technological teleporter accident

  8. Prisoner from another time, but your sentence commuted in exchange being sent to protect the timeline from temporal terrorists

  9. Relived the same day for 10,000 years, but resumed normal life 10,000 years later.

  10. Invented a time machine that broke after the first usage.

  11. Your timeline was destroyed, but you traveled to this one and replaced a “self” that just died.

  12. Unknowingly walked through a “thin place” between worlds

  13. Astronaut sent on a “light-speed test flight” and returned home but in a different time

  14. Partied with chrono-drugs. Woke up with a nasty hangover in a changed world

  15. Sent back to change your destiny

  16. Undercover time cop that has been forgotten by HQ

  17. Temporally mind-swapped into an ancestor/descendant

  18. Summoned by a wizard for a gladiator fight. The wizard died and now you're stuck.

  19. Temporal sleeper agent, just activated by the code phrase

  20. Sent by a deific being for one last chance at proving yourself worthy

Dominion

The Overlord and his spawn, nineteen in number, rule the planet. The Overlord can transport his Tower at will, allowing it to move continents at a moment’s notice. His spawn serve as regional warlords, sending their own minions to claim territory from the few remaining freelands and wage cold wars between themselves.

Other worlds of this universe barely concern the Overlord. He gains more from destroying other universes than by establishing an intergalactic rule. While a few other worlds are under his control, he focuses his operations on a single world. This world, more than any other, contains thin places which link it to other universes.

Off-worlders are more often allowed to enter than ever leave. Visas and work contracts are most often given to laborers, but many end up in “contractual breaches” that end up confining them to this world. Those who are able to come and go are usually smugglers, intergalactic merchants, or bounty hunters.

Technology

Tech level is highly regional. Both skyscaping cities and nomadic tribes exist. Poverty or isolation may cause some groups to be incredibly low tech, or be incredibly devoted to what few technological artifacts they do have. Often enough, technology brings you closer to the watchful and demanding eyes of the Overlord.

Ancient swords, imbued with great magic, can be just as (or more!) powerful as laser rifles. The same understanding can be applied to most comparisons of magic and technology.

Magics, Mentalism, Mutations, and Miracles

Greater beings exist and grant miracles to their followers, however, the Overlord works to isolate this world from the spiritual conduits that allow communion between this world and the outer heavens.

The phlogiston cannot be contained and arcane spellcasting continues to be prevalent. Magics are rarely called “magic” and instead taught as blessings of the Overlord. The Overlord commands that all wizards serve him. Those who evade control of the King may have lives fraught with peril, but live free.

Psions, resulting from genetic mutations, are not uncommon in the world. It is the easiest ability to hide but also the most sought after by the Overlord. Psionic abilities are the most valuable for the King’s efforts to destroy other realities.

Mutants are more and more common as the world moves on. Mutations originate from genetic splicing being passed on to children, others from genetic anomalies caused by the ruined environment, co-mingling with interstellar migrants, and others from vestigial pollution from other broken realities. This has even given rise to talking plants and animals.

Is this resonating with anyone out there? I’m genuinely curious if this is the type of game that folks would be interested in! Let me know what you’d suggest adding to the “Appendix N” of a game like this.

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