Balzu encompasses many themes. Most of these have to do with mortality and dealing with the agony of existence.

Moral Choice

Balzu takes a very existential view of moral freedom, while at the same time allowing for the possibility of divine intervention. Much as in classical Greek mythology, characters (both players and NPCs) may find themselves face to face with divine beings attempting to impose their will on the course of mortal history. The player's moral choices will have a significant impact on their experience of Balzu. Choosing to pursue a life of good may result in their receiving the aid and blessing of 'angelic' beings who will occasionally intervene on the player's behalf. Choosing to pursue a life of evil may result in the player receiving aid and 'blessings' of a different sort: malefic intervention, where exemplary service on the part of the player will result in the receipt of infernal aid.

Time and Eternity

One of Balzu's central themes is the passage of time, and the fading of all things into eternity. No matter how great a civilization, no matter how powerful its rulers, it, too, shall pass.

The current civilization exists on top of layers of older civilizations, sometimes building directly on the remains of its forebears. Many of these older civilizations seem alien to the living, and all of them certainly evoke feelings of ancient-ness and antiquity.

One of the central questions of Balzu is: what happened to these other civilizations? Why were such obviously great powers overwhelmed or allowed to decay? It seems that each civilization was on the verge of something, of making some kind of great discovery which…resulted in it's destruction?

The world of Durs is huge, and vast regions remain completely unexplored by its current inhabitants, millions of square miles of untouched wilderness, or the vast remains of abandoned cities slowly eroding over the course of millennia.

Death and Decay

Balzu's other central theme, closely related to time and eternity, is mortality, death and decay. The world of Durs is filled with death, disease, decay, and the undead. Poltergeists, possession, vampires, ghosts, zombies, and other horrors abound. The horror itself is enough to drive men mad, leading to outbursts of psychotic rage, windigo-like acts of cannibalism, suicide, etc.


Related to these themes is the ever-present threat of impending madness. Durs is filled with horror, more than enough to drive the average man insane. Players may find that being the cause of too much violence, of being witness to too much brutality, sickness, disease and death, of being in the presence of undead horrors, demons, and the mind-bending laws of alternate dimensions may lead to disorders that affect their ability to adapt to the world around them: visual and auditory hallucinations, black-outs, fits of rage or terror, nightmares, vertigo, and other afflictions will begin to plague them as their sanity erodes. The only way to restore a semblance of sanity is to find some rock to cling to: acts of kindness, surrounding oneself with possessions, or asserting oneself over others (depending on the bent of your character) may stave off the madness, at least for a little while.

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