And now this.
PCs are decadent nobles of a dying empire, trying to hold back the encroaching forces of barbarism a billion years into the future.
This is the World of the Blood Sun.
Right now, this is more of a brainstorm than a proper setting. My impulse here is a D&D that dispenses with all the D&D-isms. No elves, no dwarves, no halflings. Less medieval romance and more weird fiction/science fantasy. Equal mixes of Zothique & New Sun & Dark Sun & Carcosa & Zardoz & Moorcock & Heavy Metal magazine (Metal Hurlant, whatever) with a set-up right out of the fall of the Roman Empire.
So here’s some of the random stuff:
Dying Blood Sun: the sun is a massive red giant that takes up a quarter of the sky. It bathes the landscape in a dimmer reddish light. The light’s interaction with the strange gases in the atmosphere causes a multi-hued sky, wisps of purple, fluorescent green, and red. You can actually look at the sun in the sky without blinding yourself. Further more, in the portion of the sky opposite the sun the stars are visible in the day time.
A lot less green in the world, since chloroplasts can now make plants a dizzying array of colors. And to soak in the dimmer light, plant life has grown to dinosaurian proportions. Flowers as tall as trees, knee-high lichens, long thin trees that reach out into space sorta thing. There’s probably a lot less trees, actually, with flowers being the dominant life. And with them come Nausicca of the Valley of the Wind sized insects.
The sun is so dominant in the sky, that organized religions are ruled by priest-king heliomancers who study it’s landscape for occult significance and patterns.
The temperature wildly fluctuates, with the seas going from boiling to frozen depending on solar storms and flares.
Post-historical: Between now and a billion years in the future a lot can happen. This world at the end of Earth inherits all that came before. It’s jumbled across its landscape in crumbling super-tech ruins and irradiated wastes. Humanity has been through several singularities by now, to the stars and beyond and back, and likely to have alien DNA intermingled with its own. It’s like super-Gamma World out there, plus with high magic.
Cities and civilizations are built around teleportation portals that transports people and things to other parts of the planet or other planets or other dimensions (cue Gate to Techno-Hell and sexy-time demons and devils).
No Elves! (sorta): Now’s time to play around with races. Chucking the demi-humans seems appropriate.
Still I’m a big believer in stereotypes and cliches in RPGing. Familiarity makes for easier buy-in (it’s why fantasy is so much more popular than sci-fi in roleplaying). So the races would probably be identified as “like” this race and “like” that race, but here’s how they’re different! So there would be a decadent “elf-like” Melnibonean race. More focus would be placed on the out-there races, so definitely would be a lizard/saurian/Gorn “dragonborn-like” race, and if there’s techno-hell there’d be a devilish “tiefling-like” race (popular races with my players). This type of setting also demands a bug-folk and cat-folk race, I think. Radioactive mutants should be a thing, though I’m not sure as a playable race.
I’m considering that humans no longer have “binary” sexuality/gender but are instead a spectrum. This isn’t just identity either but a whole range of body types from the ur-morphic versions of masculine/feminine (cue florescent Richard Corben pictures) to true androgynes who can choose either female or male on a moment to moment basis. There’s a real minefield to be careful in here, but it would definitely signal a different mainstream culture or society.
Each race should have some of “the weird” attached to it, since a setting at the end of time should have “weird” flavor. Children are laid in eggs or incubators or require 3 sets of DNA could be a such a “weird” signal. Thinking about having a daily mutation table including psionics, so that strange game-breaking abilities come and go. The fact you could wake up with a fungoid-growth between your eyes that grants telepathy or harden crustlike skin that adds to your AC or even wake up as a boneless amoeba that can squeeze through paper thin cracks. And the next day, you do it all over again. Oh yeah. Fun times there.
The Last Dark Age: The world is a dying ember, and the PCs are here to watch it slowly burn out. The continents have mashed together into Super-Pangae, but the truth is that the majority of the planet is a dead sterile landscape. PCs, though, live in the Zones, where the last vestiges of life and growth congregate. In fact, the PCs live within the most vibrant one – where the last high culture is – the last of literacy, the last of artistic endeavor, the last of intellectual pursuits in science and sorcery. Still humanity has lost much in the way of knowledge, resulting in a mostly medieval existence. The other Zones are barely habitable hellscapes filled with barbarian hordes. Hordes desperate to have what the high society has, clashing against that society’s protective barriers
Some have to go outside the Zone, find the technology of the Ancients that powers this society. The weather engines that change the poisonous gases to breathable atmosphere. The intricate crystals that power the invisible force screens along the edges of the Zone. The immortal sapient AIs that inhabit the robotic slave underclass that allows pursuit of the higher functions. Or maybe, maybe that one thing, that can revitalize the Earth, or take Humanity to a distant star so that its great accomplishments aren’t snuffed out by the mercilessness of the Universe.