Drythar, the Toxic Pit of the Fringeworlds



Drythar is a world characterized by its vast, arid wastelands interspersed with neon-lit oases, Drythar was a paradox of scarcity and abundance. Its vast deserts concealed countless relics and arcane tech, remnants of a bygone civilization with technomagic capabilities far surpassing contemporary knowledge.

The planet was dotted with makeshift towns, each a haven for adventurers, scavengers, and those who sought to unearth Drythar's buried secrets. These settlements often thrived around "Lum-Wells" — rare underground reservoirs that emitted a radiant blue light and possessed waters infused with both technological and magical properties.

Drythar's wildlife was as resilient as its denizens, featuring creatures adapted to its harsh conditions, many of which had evolved natural technomagical defenses to survive. Skyskiffs sailed above, operated by factions and scavenger bands, looking for fresh excavation sites or potential rivals to plunder.

The overarching society was anarchic, with a loose semblance of order maintained by powerful warlords and techno-mages, each commanding their own territory and network of loyalists. Fierce territorial skirmishes and battles over discovered technomagical caches were commonplace.

It was on this tumultuous world that Tycho learned the intricacies of survival, trust, betrayal, and the undeniable allure of ancient technomagical artifacts. Growing up amidst the chaos, he honed his unique skills, setting the foundation for the formidable bounty hunter he would become.

The Skarnhold Enclave



Tycho's roots trace back to the Skarnhold Enclave, a sprawling, fortified settlement nestled in the shadow of the colossal Draken Spires. Skarnhold was not merely a town but a bleak testament to the ruthless ambitions of its overlord, Magus Dravik.

Magus Dravik was a fearsome techno-sorcerer who sought to harness the true potential of the Lum-Wells. To this end, he converted Skarnhold into a massive excavation and research hub. The Enclave was surrounded by a series of excavation pits, from which the luminescent waters and ancient artifacts were constantly being extracted.

But Dravik's ambition came at a price. The inhabitants of Skarnhold were primarily indentured laborers and their families, bound to the Magus by crippling debts, life oaths, or simply the misfortune of being born within his domain. These laborers toiled day and night, facing hazardous conditions in the pits, with many succumbing to the toxic fumes or the predatory creatures lured by the Lum-Well's glow.