Welcome to Renshaw!
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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.
02 / What you will find here The parts of the world your stories can rely upon.
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.
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Read the world first Then decide where your character will leave a mark. |
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Renshaw setting guide Districts, landmarks, businesses and the familiar places where Renshaw’s stories return. | |||
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Institutional reference Mandate, laws, structure and the difficult compromises behind the Commission’s work. | |||
