Welcome to Renshaw!

Setting reference◆Recommended first read

Renshaw: The Meridian Line

Game Lore

 

Know the world. Then decide how your character sees it.

01 / Before you begin

A shared foundation for individual stories.

The Game Lore section gathers the facts, boundaries and histories that hold the setting together. It gives every writer the same ground to build upon, allowing very different characters and plots to feel as though they belong to one living world.

Read through it before finalising a character or committing to a major plot. You are not expected to memorise every entry. The purpose is to understand the shape of the setting: what is possible, what remains hidden, what your character could reasonably know and where there is room to create something new.

You do not need to know everything.
You do need to know which parts matter to the story you want to tell.

02 / What you will find here

The parts of the world your stories can rely upon.

The hidden world

How supernatural life exists alongside the ordinary, how varied it can be and why no single culture or allegiance speaks for everyone within it.

Knowledge and secrecy

Who can know what, how the truth is concealed or misunderstood, and the difference between information available to a writer and knowledge a character can act upon.

Abilities and limits

The expectations that keep unusual abilities, vulnerabilities and traits consistent, consequential and useful to collaborative storytelling.

Institutions and history

The organisations, laws, agreements and past events that continue to shape Renshaw, its hidden communities and the conflicts unfolding in the present.

03 / Turn knowledge into story

Use the lore as a starting point, not a script.

Let it shape your character’s background, beliefs, abilities, relationships and blind spots. An ordinary resident may know only rumours. A supernatural character may understand their own community while being entirely wrong about another. A Meridian officer may have access to classified facts without possessing the whole truth.

What a character misunderstands can be every bit as valuable as what they know—provided the writer understands the difference. The strongest ideas do not simply fit the lore; they use it to create choices, complications and consequences.

A living reference

The setting will grow as play develops, and new ideas are welcome. When a concept changes established history, defines an entire group or affects another character’s story, discuss it before treating it as fact.

If the lore does not answer a question, treat the gap as an invitation to ask—not permission to assume.

Read the world first

Then decide where your character will leave a mark.

Lore directory◆RNSH / 01

Renshaw setting guide

Town
& Recurring Locations

 

Districts, landmarks, businesses and the familiar places where Renshaw’s stories return.

Open the location guide  →

Lore directory◆MRDN / 02

Institutional reference

Meridian
Commission

 

Mandate, laws, structure and the difficult compromises behind the Commission’s work.

Open the Commission archive  →

Lore directory◆HIDN / 03

Hidden-world reference

Hidden World
& Supernatural Species

 

The hidden world, its peoples, practices, phenomena and the crossings that brought some of them to Earth.

Open the hidden-world guide  →