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    Default Project Epsilon: A Campaign Setting 7 Years In The Making

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    Earlier on this board I had tried to put up some efforts to create campaign settings. These did not really take off, one due to not being original and inspiring enough, the other due to being too huge and weird and myself finding it hard to type things out for it.

    Enter Ymaggion, a campaign setting that actually didn't start out as a campaign setting, but simply as the world in which multiple long-standing Role-Plays took place. It was created as a collaborative effort over several years by me and some others, who all started out as newbies to the whole idea of role-playing, years before I took up D&D. It has existed in several forms, most prominently that of an MMORPG world, but also a magipunk world at war and it has had several spin-offs and dozens of shout-outs and references in other RPs. One of these Role-Plays -- featuring the third and youngest (until now) incarnation of Ymaggion -- is still going on these days, showing the tenacity of the world and its players.

    As such, I decided to simply port over Ymaggion and recreate it for use in D&D campaigns. I will most likely just port some descriptions directly, despite them being several years old and thus perhaps not up to the quality as I'd like. Still, the descriptions that I and my collaborators made were very much adequate and create a vibrant world to play in. It is my hope that it can once again fully come alive and draw in new minds to continue its legacy.

    Note: Everyone is free to post replies to this thread and offer thoughts, ideas, opinions, comments and critique on the campaign setting as a whole or any particular part of it.


    Inspiration
    Basically, a lot of these places and such came out of some big "what if?" questions. Others were originally shamelessly cribbed from various sources and made anew in a different interpretation.
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    Acera: What if dwarves built an underground city illuminated by lava flows?
    Allondell (the country): What if becoming a Medieval knight was the only way to gain a high position in an otherwise communistic country?
    Azchyptuca: What if all those ancient pyramid-building cultures were all one culture?
    Core: What if angels were the most technologically advanced race and policed the world as objective observers?
    Cypretini: What if France was in the Wild West?
    Katterox: What if there was an island completely inhabited by ancient robots?
    Minervum: What if the capital city of a formerly glorious empire became a place of peace and higher learning?
    Nightmare Realm: What if there was a plane that stole souls out of the usual stream of life, death and rebirth, that invaded the Material Plane with nightmares made manifest, and where the elements are made up of emotions?
    Peak: What if the North Pole was a mountain many times taller than Olympus?
    Thebas: What if there was a city ruled by a Lich Count and vampire aristocracy, where zombies were used as slaves?
    Tsji'rua: What if Japan united and conquered Mongol-controlled China, except the whole country was located in South America?


    Linkstuff



    Discussion Threads

    In case you feel like replying to any of these threads, feel free to do so as long as the last post was less than 6 weeks ago, otherwise it would be thread necromancy. I check the forums in which these threads were posted frequently, so I'll be likely to see it and able to respond.
    1. No Magic Items. Ever. -- This thread was started on the idea to make the setting more technology-focused rather than magic-focused. While in the end I decided to include technology that would suit a modern day setting or a sci-fi setting, taking out magic items ultimately proved too great a change from normal D&D.
    2. Australia turned up to 11! -- Valtheran is basically this, filled with orcs, dragons and all manner of dire and poisonous creatures. While some city descriptions are set in stone, at this point Valtheran is/was largely undeveloped and uncharted.
    3. A moneyless society in DnD -- This is regarding Allondell, which is meant to be a pseudo-communist country, and I wondered how those would work in D&D, if they were even possible.
    4. What genres/themes do you associate with South America? (Or Africa? Asia? Australia?) -- I made this thread in part to gather some ideas that I could use for Cher Plek, Kemei, Kouchi and Valtheran. Allondell and Valtheran are the most flesh-outed at current, but Valtheran is culturally a little monotonous.
    5. The King is dead! Long live the King! -- Regarding kings and other rulers of nations taking to methods of immortality and the succession problems that may arise from it. A discussion about how to solve this (in epic manner!), as well as to find homebrew ways to become immortal.



    Global Information

    World History
    What follows below is the history of the world that is generally known to everyone in the current era (if they have ranks in the appropriate Knowledge skill).

    ORIGINS: The Creation of the World
    Knowledge (history and culture) DC 30; excluding the names and nature of the Primals
    Knowledge (forbidden lore) DC 28; including the names and nature of the Primals
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    TM since 2010, courtesy of The Rising Dragon.


    Our world is not without purpose. It is wild and untamed! Kingdoms bicker and squabble, causing countless wars over land and borders and ideals. Many lands beyond them are untouched and untamed by society. This is the purpose of mankind—we will go out and tame this world that was created for us. We shall rise up and bring order and stability to Ymaggion!

    - Aurinar Stamarin, 5th Emperor of the Holy Empire of Stamaria


    As the universe first awoke and opened its great Eye, there existed only a vast emptiness, a great void in which no life could take form. Chaos existed beyond its farthest reaches, scouring across the borders of the universe, raging unchecked. For eons upon eons, this chaos slowly wormed its way throughout the universe, shaping itself as it in turn shaped the endless abyss. As time immeasurable passed, the chaos grew structured, splitting off from itself as it stretched across the void. No longer was the realm a place of infinite nothingness. Massive constructs hung silently in space, surrounding gigantic orbs of flame that burned throughout the universe, filling the void with light. Fields of frozen liquid stretched on endlessly, forced along by an unseen force. Energy twisted and coalesced and expanded and contracted, endlessly. Finally, the universe had given birth to the first of what would be innumerable lives. From the chaos outside of existence came seven entities of power, timeless beings of raw elemental energy, gifted with sentience: the Primals.

    Iyelus, who brings forth the earth and stone, creating the stage in which life dances upon. The grandest of architects, who inspires the shaping of new things through stone and metal as life progresses through time.

    Sendrus, who breathes out the raging tempests and fill the worlds with air. The master of travel, who guides life throughout the worlds, pushing them forward to cross the breadth of all that exists.

    Rokenus, from whom the waters flow out and fill the worlds, promoting growth and nurturing the world. The originator of mysteries and the unexplained, who keeps the deepest secrets of magic and power, teasing life into discovering its knowledge.

    Korinus, who brings forth the life blood of creation, forging the worlds with endless fire. The master of change, who’s purifying flame burns away the world and gives way to new things that rise up from the ashes.

    Maorus, who anchors the worlds with the freezing ice, locking them into their given place in the universe. The one who turns the world, guiding the progress of time upon its frozen axis as it moves in its unrelenting, ever moving pace.

    Terus, who splits the heavens with terrible lightning, charging the air and unleashing thunder in its wake. The one who summons the storms that rage across the lands, invoking emotion as the weather is shifted and twisted and forced out across the worlds.

    Feyrus, who breathes life into the worlds, filling empty lands with flora and fauna. The originator of all existences, bringing purpose and promoting growth as the lives created progress through time.


    As the Primals extended their influence out across the universe, it took shape into a thing of beauty, a colossal work of art that could only grow more and more stunning as time progressed at its endless pace. Yet as the Primals used their gifts to mold the universe as they saw fit, they remained dissatisfied, believing that something was missing within the endless void.

    As such, they came together and worked together to sculpt their masterpiece. Together, the seven Primals chose a blazing star as the site of their work, and Iyelus and Korinus joined stone and fire, crafting a sphere of stone and metal around molten fire within the very heart of a gigantic ice ring. Rock melted and flowed beneath it, like blood. Maorus took the ice and bombarded the surface, cooling the fires that raged across it. More and more ice rained down upon the creation’s farthest reaches, anchoring it into orbit around the star. Terus cast down the lightnings from storms that raged across the formed land, and the water brought about by Rokenus flooded down from the heavens, sculpting the finest of details into it as it was guided by gentle winds blown from Sendrus, forming an atmosphere. In the end, Feyrus spanned life throughout the entire sculpture, and the grasses and the forests sprang up around it, hiding away thousands upon thousands of plentiful creatures. To them came the blessings of thought and life and death; sentient mortality. They would not stagnate in time; they would go on and evolve, as did the endless universe that contained their home. They gazed upon the world they had created and saw that it was complete, that they had created their masterpiece.

    The world of Ymaggion had been born.


    CONFLICT: Wars Between the Gods
    Knowledge (history and culture) DC 15
    Spoiler
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    TM since 2010, courtesy of The Rising Dragon.


    Mankind was not born equal. Some of us are smarter, others are strongers, yet others greater at leading men! Others are born into inferiority, weak of body. Weak of mind. Listless, and untalented. All men are different. Our very existence discriminates us. This is what history has always shown us, with its unending story of unrest and war and violence.

    - Aurinar Stamarin, 5th Emperor of the Holy Empire of Stamaria


    The Primals stepped back from their work, which brimmed with their magnificent power, the power of magic. They watched as the first sentients stepped out into their world and made it their home. They watched as they discovered the powers that lay all around them and bent it to their will, to create the kingdoms of the world. The mortals of Ymaggion sought out the source of this mysterious power, tracing it back to key locations throughout their new world. The lines of power that permeated Ymaggion gathered together in seven different locations, each of them unique in their signature. Here, the sentients of the world built magnificent structures designed to harness and radiate this power throughout the lands. The first Temples of Power were constructed in honor of the unseen Primals, and an era of magic began. Through the ingenuity of the sentients and the power of magic at their command, the first kingdoms rose up. Borders were created, and wars were fought.

    The world, and by extension the universe that kept it, had begun to change. Now filled with life, even the chaos outside of creation had been affected in profound ways. And from it, new beings emerged. These entities were different from the Primals, less elemental substance and more specialized mixture, creatures with more cultivated minds. Though weaker than the seven entities that shaped the universe, these denizens were more numerous, and within time, their power had reached out Ymaggion, further influencing the world as it evolved. As they placed their avatars on the world, the people of Ymaggion learned from them, developed their power as civilization grew. They soon sought to gain the favor of these beings, and declared them to be gods as they continued to permeate the world, spreading about their own magic. The old ways were thrown out of balance, and the energies of the Temples of Power waned in their purpose.

    The Primals, forced away by the presence of these new gods, instead chose not to intervene—surely, to strike out at these interlopers would surely bring ruination to the world. And so they stepped back from their creation, leaving only the most subtle traces of their machinations in the world. Let the people choose, they decided. And so they watched as the world began to change once more. The gods were closer to the sentients in nature than they were to the Primals that came before them, and thus more prone to the emotional outbursts and the failings of man. They were argumentative and prideful, often scheming against one another and battling against one another. Their machinations ignited the greatest conflicts of their era as the Primals observed them. A time of great strife was coming.

    The wars fought between the gods and the sentients that served them began to take their toll as they grew more and more outrageous. Beasts twisted by magical energies began to appear across the world. Great monsters constructed through elemental means fought against one another as man died beneath them in great battles. A darkness had begun to spread across the land, and it seemed that it would go on forever. The world needed to change once more, and disgusted by the petty differences of the Old Gods, the sentients of Ymaggion turned their backs on them and left them behind time went on. Magic was a thing of the past, and was too buried with the gods. Instead, the sentients turned to machines and technology, making science their new life. Slowly, they rebuilt their world, using their own power, instead of that borrowed from the forgotten Primals and the Old Gods.

    Wondrous things were created throughout the world of Ymaggion. Sprawling new cities of metal and glass were found throughout the world, their buildings stretching forth towards the sky. Constructs on wheels and rails took people from one end of a continent to the other in only a matter of days, when travel on foot would have taken them months. Machines that could fly through the air faster than birds and dragons could be seen in the skies, transporting precious cargo across the vast oceans. Even the fiercest climates of the northern wastes and the frozen continent at the ends of Ymaggion were tamed. Medicines to cure once deadly diseases helped people evolve, increasing their lifespans and letting scores more people survive in the world. It was a new renaissance, as people created a wondrous new system that would only further the accomplishments of man.

    But for all of the technological wonders they had created, the people had not changed. Their nature remained the same for centuries, and like all other eras before it, the world bore witness to the wars of man. New and terrible weapons were created, and fielded in battle, causing devastation not seen by even the most powerful of magical spells. Machines aided them in battle, providing an edge in warfare against those unfortunate to not have the proper countermeasures. Wars only escalated, and peace was forgotten. Soon, the world would be changed once more, in the form of a terrible catastrophe.


    EMPIRE: The Rise of Stamaria
    Knowledge (history and culture) DC 10
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    TM since 2010, courtesy of The Rising Dragon.


    What has become of Tsuminia, who claims we are all equal? It is in constant conflict, as they go against the nature of man! The kingdoms of Valtheran and Aube, who share similar views, are mired in sloth, stagnating in their own lands! Our great empire of Stamaria is not like them! We put an end to the wars! We evolve with every conquest! Our world only grows stronger as we take a firm reign on the kingdoms. It is Stamaria that looks forward! It is we who move towards a better future!

    - Aurinar Stamarin, 5th Emperor of the Holy Empire of Stamaria


    After the long years, the cataclysm finally begins to subside, leaving its survivors to sift through the ashes, never again to know of the glories of what they once had. Cities had been toppled into dust, the skies once again the domain of the wild creatures of might and magic. The cold reaches of the ends of the world were once again lost, as a gigantic maelstrom raged on in the north like a terrible crown. Technology had brought an undoing to mankind, leaving the survivors listless and without purpose. Chaos reigned on Ymaggion, and the sentients turned on one another, blaming each other for the loss of life. Life, society, and civilization quickly grind to a halt, and another period of darkness had befallen the world.

    No longer content to simply watch the events unfolding on Ymaggion, the Primevals intervened once more, using subtle machinations to stimulate the healing process of the planet they had created so long ago. Despite this, the world remains largely uncivilized as a whole for over twenty thousand years. Soon, though, seven ancient temples are unearthed by various peoples in the world, and once more, the power of the Primals flowed through the world. Having surreptitiously guided sentient life to their Temples of Power, the Primals were pleased as mankind rediscovered the mystic arts of magic. However, the world was still a dangerous, uncivilized place—and it would remain so for many long years. Three thousand years later, the ancient dragons, having been long forgotten by the sentients and thought to be merely myth and legend, recovered from a long slumber and took to the skies once more. Slowly but surely, progress was once again being made in the world. The Primals stepped back once more, though they kept a closer eye on it than before, for they knew that the source of the cataclysm that struck Ymaggion still lived on.

    Some wonder if the originator of the cataclysm is what caused the terrible disaster that occurred in Kemei, four thousand years after the reawakening of the dragons of old. This continent was known for a long time since the cataclysm as a cradle of life, a place of outstanding beauty that abounded with life thanks to the radiant power emanating from the Wood Temple, the sacred structure built in honor of the Primal Corus. No one knows for sure what exactly occurred, but misused magical forces in the mystical forests of the continent resulted in a terrible calamity as the backblast of dark magical energy resulted in the destruction of the Wood Temple. The world was rocked with the blow, and from then on, Kemei was irrevocably changed—throughout the millennia that would follow, the forests of Kemei withered and died, resulting in a desert of death that spanned most of the continent.

    Throughout the following millennia, sentients discovered lost pieces of technology from the age of science that had destroyed the world. Being what they were, the people naturally tried to implement these technologies back into their lives, but now, technology and science as a whole seemed cursed. Disaster would follow, often through freak accidents caused by weather, or dangerous malfunctions from machinery that had lay dormant for over thirty thousand years. Though they never gave up, people treated technology with caution and fear, for every use of it risked horrible destruction.

    Despite this, they pushed on with their lives, and slowly but surely, civilization began to reappear. People grew organized and migrated to various locations in clusters, creating new towns and villages. Five thousand years after the terrible calamity of the Wood Temple’s destruction, the first cities began to appear. As a result of this, mankind slowly crawled out of the pit that they had been mired in, and their numbers grew. The planet finally began to repopulate, and new kingdoms appeared throughout the lands. Soon, even the curse of science receded, and slowly, lead by the dwarves and the humans, technology began to play a role in human life, now in balance with the magicks brought by the elves and the komala.

    The world had changed once more. In Allondell, a benevolent rule of mages had been born, ruling from the city of Minervum, known as the Taron Magi. The furthering of technology was researched far to the east, in the great continent of Kouchi, resulting in the kingdom of Tsuminar. Even the oceans became places of life, with numerous kingdoms appearing on the continent of Valtheran and the super-island of Aube. And in the continent of Zailleon, one kingdom grew more prominent than the others. Led by a man of great power and charisma, the kingdom of Stamaria reached out, seeking unification. Nearly five hundred years after mankind finally stabilized, Kesliv Stamarin united all major kingdoms on the continent under the single name of Stamaria. An empire was being born, something unseen for many eons, long before the age of science and the great cataclysm.

    The united kingdom of Stamaria reached out across the oceans, seeking connections in these distant kingdoms. Alliances are born in both Minervum and Tsuminar, the capitol cities ruled by the houses of the Taron Magi and Kyan. Early in the new century born of the unification of Zailleon, Arnon Stamarin, grandson of the late Kesliv Stamarin and heir to the throne of Stamaria, married the daughter of Archmage Miralos, Llora Taron—the woman would become the future archmage of the Order of the Taron Magi, and future ruler of the kingdom of Minervum. This marriage unifies the two kingdoms, and Stamarin borders officially cross the Great Sea into Allondell. An empire had been born.

    Many years later, a diabolical plot erupts in the kingdom of Tsuminar, as nobles sought out the seat of power from the ruling House of Kyan. In 54 S.R., rebels enact a daring and horrendous plan, resulting in the assassination of all men in the House of Kyan, throwing the kingdom into chaos. Civil war erupts between Kyan loyalists and Tsuminian separatists. Once more, Stamaria reached out to lend aid to its old allies of the House of Kyan, sending troops in to quell the masses and open up negotiations between the powers. As the kingdom was divided in two, Arnon Stamarin’s only son, Trens Stamarin, marries the young widow, Serriela Kyan. Stamaria brings peace back to eastern Kouchi, though tensions remain high between the two kingdoms of Tsuminar and Tsuminia. Five years after the end of the civil war, Aurinar Stamarin is born to Trens and Serriela Stamarin.

    But all is not well in the Holy Empire. Trens Stamarin is only human, and succumbs to temptation after the arrival of the ambassador from the ancient neighbor of Zailleon, the southern continent of Cher Plek. Ver Jorin and Trens Stamarin begin a seedy affair, kept far from the eyes of Serriela. Unbeknownst to Trens, when Ver Jorin returned to her native homeland, she did so pregnant with his child. Nine months later, in the year 68 S.R., Khordus Jorin is born as the bastard son of Trens Stamarin. That same night, the Emperor of Stamaria is mysteriously slain as lightning rains down from the heavens, piercing through him. At the age of nine, Aurinar Stamarin ascends to the throne of Stamaria. Soon, the world would change once more.

    Infuriated by her child’s now dead father, Ver tactfully destroys all alliances between the Empire of Stamaria and the various kingdoms of Cher Plek, most prominently those in the northern reaches of the continent. New fortresses are constructed, and no Stamarian is welcome in the southern lands. Eleven years later, in 80 S.R., Emperor Aurinar becomes of age and imposes strong changes in the Empire’s government, promoting hand-picked Viceroys throughout the Empire to rule each of the major cities, including the capital city of Tsuminar and the mage city of Minervum. The Emperor sets sail across the Oceania Territories’ northern waters to Kouchi, where he disappears into Mount Tenamon. He is not seen from again for another eight years, and his empire is ruled via communication only with his Viceroys in the continents of Kouchi, Allondell, and Zailleon. After these long eight years, Aurinar Stamarin returns to the public eye a changed man. He spends the next three years publically speaking to his people, gaining public approval throughout his enormous empire.

    The world trembled as Stamaria relished in its new doctrines, in that the strong will rule over the weak and guide the world into a new future. The drums of war are sounded as the Holy Empire of Stamaria begins to forcefully expand its borders, attacking the seceded country of Tsuminia and the hostile nations of Cher Plek. From across the waters, the kingdoms of Valtheran see the world changing around them, and prepare for war as they unite together, reaching out to its neighboring kingdom of Aube. Together, the two kingdoms ready themselves for the day when Aurinar Stamarin turns his eye on them.


    REVOLT: The Korin Strike Back
    Knowledge (history and culture) DC 20; very recent and sometimes secret history
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    TM since 2010, courtesy of The Rising Dragon.


    There are those who fear the progress of Stamaria. There are those who do not seek out the future, and refuse others that future. They would not let us have our way, and allow us our evolution. But we will stand firm in our resolve and continue on. The deaths of our people on the southern borders are another proof that our Empire is evolving. The death of my trusted Viceroy in Acera is yet another proof! Fight on! The future of our empire is in the hands of its people, and in the hands of its leaders! All hail Stamaria!

    - Aurinar Stamarin, 5th Emperor of the Holy Empire of Stamaria


    In the beginning years of the Stamarian Empire’s war of conquest, many of the southern nations of Cher Plek fell in short order, quickly defeated by the empire’s superior military forces. Overwhelmed by the superior numbers and vastly superior technology, these smaller nation’s military forces were quickly wiped out, and the leaders captured and deposed by Stamaria. As such, the majority of the conquered peoples of the nations held a deep resentment for the empire, despite the reforms and reconstruction that followed immediately after.

    Whenever Stamaria conquered a kingdom, it would offer its people the choice to join their people and become honorary Stamarians—statistically, the nations conquered do improve in stature and economy after the war. Many people join the Empire because of this, but national pride is a hardy creature, and most resist the changes in their kingdom, and resent and hate both the Stamarians that occupy it, and the natives who tolerate their presence. Terrorism quickly springs up, targeting civilians and military equally, which only enforces racism and dissention between the conquered kingdom and the Holy Stamarian Empire, and forcing the local occupation forces to try and route it in a timely manner.

    Anti-Stamarian sentiments began to spread throughout the world as Aurinar’s campaign continued, with most of the kingdoms nervous at the stunning size of the empire as it already was, thanks to its unifications with the kingdoms of Minervum and Tsuminar. Some kingdoms began to consolidate their power, like the kingdoms of Valtheran, and their islander neighbor, the nation of Aube. Those closer to the conflict were not so lucky. As such, it was only natural that the terrorists lashing out at Stamaria began to organize into a resistance, one bent on turning the tide against the empire.

    Sometime during her diplomatic mission to Stamaria, the Cher Plek ambassador Ver Jorin took an interest to the Imperial Library near the Imperial Citadel of Kallagulia. In these halls, Jorin came across ancient tomes about the study of the past, and of the numerous expeditions into the very dangerous Temples of Power scattered across the planet of Ymaggion. They detailed the study of the ancient magic flowing through them and into the rest of the planet, and of the scant findings about the catastrophe of the Wood Temple’s destruction. It is here where Ver Jorin discovered the knowledge of the mythical entities known as the Primals, and would set in motion a revolution that would change the world once more.

    During her stay in Kallagulia, Ver Jorin came under the watchful eye of Trens Stamarin, the 4th Emperor of the Holy Empire of Stamaria. He could easily see the advantages presented by the beautiful young ambassador, knowing that through her, many avenues could open up concerning the southern kingdoms of Cher Plek. Being a highly adept sorcerer himself, he subtly seduced her for political measures, utilizing powerful sorceries to bring her under his control. Having fallen to both his physical and magical charms, Ver Jorin made several favorable treaties and agreements with the Empire that allowed it access to the southern continent. He was quite cunning with it, but by the time he was done he found himself more interested in her physically as well as for simple political gains, so he began sleeping with her. As this went on, he foolishly let up on his subtle magic, and she discovered what he had done when he attempted to be honest with her. Filled with feelings of anger and disgust, Ver fled the continent of Zailleon, returning to Cher Plek and taking what knowledge she had acquired in the Imperial Library with her.

    Upon returning to Cher Plek, Ver found out that during her affair with Emperor Trens Stamarin, she had become pregnant with his illegitimate child. In her fury, she swore vengeance on the Emperor of Stamaria, and delved into her findings on the ancient past of Ymaggion. On the eve of the child’s birth, Trens Stamarin was slain as a sudden storm raged through Kallagulia, and lightning pierced the cloudy veil on the night sky, killing him instantly. Ver Jorin did not stop at this, and she quickly destroyed the treaties and agreements between the nations of Cher Plek and Zailleon, both those crafted in times past, and those created during her affair with the late Emperor. The borders between the two continents were quickly fortified, as the outlying nations built new defensive fortresses, and traveling Stamarians, as well as those currently residing on the southern continent, are quickly apprehended as their stay in Cher Plek becomes outlawed. Several fierces battles erupt between them and the Empire when they learn of the treachery, and soon, hundreds lay dead on both sides, with villages razed in the Empire’s wake. As Stamaria searched for its captured people, and hunted for Ver Jorin, the ambassador began a journey through the various nations of Cher Plek, spreading teachings and knowledge of the once-forgotten Primal known as Korinus, of the purifying flame.

    She inspired the desperate people with her knowledge of the mythical entity, sparking the inspiration of a resistance against the Empire. Worship of the mythical figure Korinus had become increasingly popular in Cher Plek, many of the ancient smaller temples being vague tributes to the Fire Primal. As war reached the borders, Ver Jorin began travelling throughout the continent, convincing leaders of towns and tribes alike of the evil of the Stamarian Empire. As more joined the cause, Ver began to spread the idea as well that the Primal Korinus had seen the worship of mankind, and would bestow favor upon those who wished to defend their lands with his temples, and that Korinus was infuriated by the Fire Temple being part of the self-serving Stamarian Empire.

    Having dealt with losses on the borders of Cher Plek primarily, men and women began to eat this information up like nothing else, grasping onto the concept and spreading the word themselves. Boats sailed to the other continents, and word began to spread of an organized rebellion forming. As the news moved through the southern portions of Kouchi, it tunneled down as low as Acera. The residents of Acera took to the news even more enthusiastically than most of Cher Plek had, having felt the direct wrath of Stamaria when it had been brutally annexed, and most of the citizens had assured themselves that their taxes and treatment had to be much worse than any other city simply because of the inconvenient location for the necessary trade.

    In truth, the citizens of Acera were the first to actually strike back in the name of the Korin, assassinating the recently instated Dwarven Viceroy for the Stamarian Empire. Much of the law enforcement which had been reluctantly following the lead of the Viceroy quickly joined the cause, and the city was turned over in a matter of weeks, investigation by the Stamarian Empire being killed in the tunnels on the way to the city.

    Encouraged by this news, the Korin throughout the world began to form themselves much more seriously, creating armed forces and hit-squads, extending their reach further and further, destroying anyone who supported the Empire along the way. Spreading the word into the claimed territories on the border between Cher Plek and Zailleon, revolts in claimed towns and small cities broke out like the plague. Heeding his mother’s advice, Khordus Jorin aided in quickly turning over control and forcing Stamaria to send more and more soldiers into the violet forests and jungles to reclaim their lost territory. Stamarian grounds quickly became Korin or no-man’s land.

    War had struck the world.


    The Holy Stamarian Empire

    Common Terms
    There are a number of words that are of common use in the world of Ymaggion that don't appear in the vocabulary of most other world or are simply different from their terms. In the spoiler below you can find a relatively short summary of such words.

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    mechaniloid: A term used to describe scientifically-created construct creatures.

    sentient: A term used for the common sapient races that inhabit the world of Ymaggion. It covers angels, dwarves, elves, hedgefolk, humans, komola and orcs.
    Last edited by Morph Bark; 2013-01-28 at 03:34 PM.
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    Default Re: Project Epsilon: A Campaign Setting 7 Years In The Making

    Zailleon

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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

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    In Midwestern Zailleon, surrounded by desert sands, the Lightning Temple stands vigilant. Tall mesas wall the ring of sand in on all sides, leaving a narrow passage way to enter and exit by. The sand is almost white in color, and heavy winds churn it into high dunes and low valleys. Though soft, it stings the skin and eyes upon impact. Constantly enveloped in flashing lightning and thunder, some of the sand is burned, and the mesa rock charred in most places. Rarely does it rain, however, so the ground is easy enough to walk on if you can keep up with the ever changing sand height and the low visibility. The area is always dark, shadowed by storm clouds, though now and then a larger than usual flash of lightning will brighten things up a little more.

    If you can get to the center of the ring, a tower rises high into the sky, top masked by a layer of churning and spinning storm clouds. The temple is made generally of wood to avoid conducting electricity in the heavy lightning storm and harming its inhabitants. Here and there, strange markings decorate the walls, inside and out. Old and bright paints, though faded from weather and time, cover every wall, giving evidence to the origins of the cultures of the peoples who once inhabited these blasted lands. Ancient spirits rest within the hallowed chambers, resting among the colored pottery, the cold fire pits, and the crumbling altars. Ley lines trace among the timeless murals, alight as the power of the storms races through them at distinct intervals and gathering into various points that disperse in brilliant displays.

    At the peak of the tower, a wide, circular roof shelters the inside. Much like a battle arena in structure, though lacking any enclosing rails, one may find themselves in the middle of a large storm cloud upon reaching the peak. It’s dangerous up there, for among the heavy winds within the heart of the unnatural storm, the Thunderbird has made its roost as it surveys the lightning-blasted wastes that surround this forgotten citadel.


    History

    Wildlife


    Stamaria

    The Highways
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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

    Description
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    The Highways are a vast, interconnected series of roadways spanning across the length of Zailleon, going from the westernmost coast to the easternmost coast, up towards the cold northern reaches and down to the hot, southern fringes. The roads of the Highways are always wide, usually four lanes wide, and can rise up onto concrete bridges, sometimes stacked on top of each other using supports, connected through various on-ramps and exits. Usually the Highways span across vast fields and plains, but occasionally bridge over rivers and small canyons. Highways tend to be in better shape closer to towns and cities, and are often desolate and in disrepair when located out in the wilderness. Various mechaniloids are sent out to repair them when the damage becomes too great. Oftentimes, the Highways are accompanied by railways, which often run alongside, and occasionally intersect, the roadways. As such it is not uncommon to see trains in the Highways.

    These vast highways are natural attractions to various racers and biker gangs, seeking to race and cause havoc across the roads. Most of these racing thugs disregard the rights of other travelers, often terrorizing them and attacking them, or otherwise goading them into combat or racing. While they do not tend to congregate far in the wilderness, these gangs do not stray too close to towns. Another recurring problem on the roads are attacks from highwaymen, preying on travelers making their way across the Highways to various areas of Zailleon. Highwaymen are much more commonplace farther out in the wilderness than the biker gangs, but shy away from areas near towns and cities, where they are much more likely to get attacked and arrested by the Stamarian police forces. Off of the roads, travelers can often find other creatures roaming about, including aqua bullies and jackalope.


    History

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    Hisla Mountains, the Spine of Stamaria, and the Abandoned Mines
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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

    Description
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    The northern reaches of the continent of Zailleon are home to wide expanse of mountain ranges, veiled in a perpetual fog. These imposing mountains are often referred to as the Spine of Stamaria. They were once rich with a multitude of valuable minerals, gemstones, and other resources, making them prime locations for mining operations. And used for mining they were—these resource-rich mountains were what allowed the Holy Empire of Stamaria to fuel their early campaigns, ensuring their success as their empire began to grow. As such, a number of forts and facilities were constructed in the foothills of these mountains, and mining tunnels burrowed throughout them. These mines went deep into the mountains, going so far as to encounter floes of magma deep within it. Undaunted, the Empire of Stamaria simply used this to its benefit, utilizing the magma to power the rest of the mines using geothermal energy.

    Now, however, the resources here have dwindled far past feasible use, and Stamaria has halted its mining operations, and leaving these tunnels empty, with the railways and structural supports and mining carts running throughout them acting like some sort of bizarre, ancient skeleton. Only the core areas of the mines retain any power, by the still-running geothermal equipment deep in the lava caverns. The outer extremities of the abandoned mines are dark and cold, requiring the use of various generators left behind to offer temporary power to the strung-up lights. The entrances to the tunnels were boarded up, and now they have become hidden with recovering overgrowth and the misty veils of the mountain fog. The natural wildlife of the region has reclaimed these mines, and some of the boarded-off entrances have been worn down by time and the elements, allowing for numerous creatures to inhabit the abandoned mines. Some of the forts, those closer the main body of Stamaria, still remain active, and teem with Stamarian soldiers, but more forts still, and most of the other facilities, lie dormant, their halls abandoned when Stamaria pulled out from the region.

    Though much of the resources and treasures hidden within the mountains have been stripped from the mines, there is said to still be objects of much value still waiting in the dark tunnels. As such, the abandoned mines constantly attract various adventurers and treasure seekers, looking to make a quick fortune by braving what lies beneath the skin of the world. However, it has been said that dark and sinister things have awakened in the deepest parts of the mines, creatures of horrifying origins crawling out from the shadows, lurking around the lava tubes, hunting those that dare venture into them. Even the natural wildlife stray away from these terrible demons thought to have been spat out from the underworld itself, and only the strongest of the animals dare stand against them. The deeper one goes into the abandoned mines, the worse the terrors from the underworld become, and one must be on the lookout for horrors such as King Dodongos, World Eaters, and the dreaded Balrog.


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    Kallagulia
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    TM since 2010, courtesy of The Rising Dragon.

    Description
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    Sometime after the end of the War of Unification, Kesliv Stamarin founded the city of Imperial City of Kallagulia, claiming that a new city built of Zailleon’s greatest architects from each of its former nations would be needed for the Empire’s cradle—no other city would be suitable; no other city could be considered more important than the others. Located in the central regions of the continent of Zailleon this city is the very heart of the Holy Empire of Stamaria, Aurinar Stamarin’s seat of power. Kallagulia is a sprawling megalopolis that surrounds the Imperial Citadel of Stamaria, where the royal family, the House of Stamarin, resides. Kallagulia in turn is surrounded by the massive fortress walls at its borders, where the Royal Guard protect the city and Citadel from all manner of attack. It is thought that the fortress walls were based off of the Great Wall of Kouchi, which protects the heartlands of Kouchi from the frozen wastes beyond it, though the resemblance to the Great Wall is minimal. At various points in the walls, fortress towers have been erected, utilizing Tsuminarian technology and Minervum sorcery, and are manned by the numerous knights of the Stamarian Royal Guard. In certain parts of the walls, massive gateways have been built in, allowing passage to and from Kallagulia.

    Kallagulia is often called a place of beauty, a modern paradise. Throughout it are massive, palace-like buildings for schools, businesses, guilds, and offices. There are numerous important locations throughout the city, such as the Imperial Library, a great archive of important documents restricted to everyone but certain Stamarian officials; the Temple of Light, the great cathedral that serves as the leading spiritual center of the Holy Empire; and the Imperial Citadel, home of the royal family and the Throne of Stamaria.

    Kallagulia is home to countless commoners and nobles, governed by numerous councilors who answer to the Emperor and his advisors. As such, Kallagulia requires massive stretches of land, and suburbs and neighborhoods stretch out across it, separated by large recreational parks and nature reserves. Commoners live closer to the fortress walls, in a rough ring outlining the city, whereas nobles and aristocrats live closer to the Imperial Citadel, in their magnificent palaces and mansions made of various different architectural styles from throughout the claimed Empire—living in Kallagulia as a noble is considered an esteemed privilege, and as such, many nobles from outlying areas relocate into the city to further their status and prestige, bringing their livelihood with them. The crime rate in Kallagulia is extremely low—due to the status of the city, its streets see regular patrols from fully armed and armored Stamarian soldiers, as well as Stamarian Knights astride both horses and tamed Wyverns.

    The Imperial Library lies only a couple miles away from the central fortress in Kallagulia and is a place that draws quite a bit of attention as well. The stone is a deep gray and layers the building quite thickly, the grand entrance being leveled about ten meters off the ground, and a huge set of stone steps leads up to it, thick pillars lining the front of the building. The archives in this building are extensive and as in depth in many areas as the Library in Minervum, a colossal collection of books, scrolls, artifacts, and more. However, only Stamarian officials have the ability to access these records and artifacts, and civilians are strictly forbidden from entry, with the exception of permission by an accompanying official.

    The Temple of Light is located more toward the central portions of the city, and the white stone can be seen from quite a distance. The structure is raised on a slight hill, and the pillars raise themselves fifty meters high, and towers even higher than that. Stained glass covers the high windows in the cathedral, and the walls of the chapel portion itself rise higher than the rest of the building. While centered around the main chapel, the cathedral stretches itself out over quite a distance, hallways and private rooms as well as artifact displays can be found all throughout the structure, many of the workers living in the cathedral itself.

    The very center of the city is dominated by the towering structure known as the Imperial Citadel, the very heart of the Stamarian Empire. The massive superstructure extends an impressive 412 meters in height, allowing it to rise up above all other buildings in Kallagulia, as well as giving it an unprecedented view of the surrounding area, making it very difficult for armies and assault forces to sneak up on it—this advantage has kept Kallagulia from assault for several decades. The Citadel is constructed of a strong metal alloy made up of mythril, arcanite, and orichalcum, giving it a silvery-gray look when the sun strikes it—it also makes it resistant to most modern-day weapons and magic-based assaults. The design involves seven outlying fortress towers connected by the alloy-constructed walls, surrounding a central tower structure. There are four central gates built into four of the seven outer walls, two alongside a single tower at the front of the Citadel, and two more on the walls flanking the back wall of the Citadel. Each tower utilizes the same technology as the border walls of the city, and the central tower holds the mainstay of the city defense forces, and is capable of issuing aircraft at any time.

    The Imperial Citadel is the home of the Stamarin family line, and the location of the Onyx Throne of Stamaria, in the Hall of the Emperor. The Hall is located roughly in the center of the Citadel, where it would be the most protected. The Onyx Throne is where the Emperor makes any of his speeches to the Empire, and where the Imperial Court gather during such times. The central floors of the Citadel, being the living quarters for the House of Stamarin and its guests, is furnished like a palace—beneath these floors rests the land forces’ military compound, and above the central floors is the air forces’ military compound. The highest points of the Imperial Citadel is a massive artillery and point defense battery.


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    Newdam
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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

    Description
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    Newdam is the largest and most prosperous port city in Zailleon, spanning across three large islands on the eastern coast of the continent, each island connected by a series of bridges. The islands are held in a triangular formation, with two of the islands facing the Great Sea while the third rests between them and the mainland of the continent, and as such, the city is divided into three sections: Northern Newdam, Southern Newdam, and Inner Newdam.

    The island of Inner Newdam houses the various residential districts of the city, and is where most of the city’s population lives. The nobles and the wealthiest of businessmen reside in large and beautifully-designed mansions on the western-most coast of Inner Newdam, closest to the mainland. Surrounding the wealthier neighborhoods are the living areas of the middle-class; those moderately successful business-owners and commoners who have made a decent living for themselves and their families. This area is also taken up by a number of various shops and stores, as well as schools and academies for children and teenagers to attend. The residential areas of the middle-class take up a majority of Inner Newdam, and as a result of this, the slums and ghettos of the less-fortunate are pushed to the northern and southwestern coasts of the island, to keep them out of sight of the main city, so as not to spoil the image of Newdam to those coming over across the Great Sea by ship.

    The island of Northern Newdam contains the sprawling industrial districts of the city, and is where half of its work force goes to, being dedicated to manual labor, construction, and material production. The island is covered by an expanse of large buildings, including factories, refineries, smithies, and construction yards. Its eastern coast is taken up by a sprawling harbor, which is almost constantly filled with activity as cargo ships embarking and coming into port, delivering supplies to the city and its work force. The island is always alive with the din of unending construction from the various production lines in the factories and construction yards.

    The island of Southern Newdam, by contrast, holds the various business districts of the city, and is where the other half of the work force goes. Here, tall buildings and skyscrapers can be seen, filled with offices where all of the clerical work of the city is done. The larger malls and shopping districts of the island can be found here. A great deal of the city’s revenue is generated on this island, both in part to the businesses residing here, and due to the second large harbor, where people come and go from transport ships and cruise liners crossing the Great Sea. Numerous recreational centers including sports arenas, clubs, and casinos are located here, for the benefit of the natives, immigrants, and tourists. This island is also the home of the local Stamarian military base, which has its own personal docks, positioning it between the main harbor on the southern island and the one on Northern Newdam.


    History

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    Remiis Ruins

    Taintlands

    Zailleon Jungles
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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

    Description
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    The jungles of southern Zailleon are dark, hot, and humid places, teeming with wildlife and mystique beneath its foliage, and have been called the “darker counterpart” of the Rainforest region in Cher Plek. The Jungle is more humid than the Rainforest, and contains a different ecosystem and bestiary than it, but cover less land than the Rainforest. There are less rivers and more mountainous areas, and larger trees that can be climbed. While it’s advised against, a quick, but reckless method of travel in the Jungles is through the use of vine-swinging. Deep within the heart of the Jungles is the treetop platform city of Krakua, a city where nature and civilization have merged into a single growth. Much of the foliage of the jungles are made up of gigantic Rumbletrunk Trees, which are known to be used as nests by Green Dragons. These giant trees help make up the larger buildings in Krakua. Another feature of the Jungles is its vast system of underground caverns and tunnels, which often connect seemingly isolated locations in the Jungles together. The tunnels are dangerous, as they are often infested with Leapers and other subterranean creatures.

    The Jungles seem to be devoid of temples, which are a common occurrence in the Rainforests of Cher Plek. This is likely due to the more savage nature of the creatures within the Jungle, such as the Dinosoids and the Velociraptors, Drakes and Wyrms. Giant Spiders, however, are common in both regions, and are always a hazard travelers are ever wary of. These giant spiders make their nests within the treetops and in underground burrows, where they congregate. Other spiders can be found in the Jungles, including Skulltulas and Skullwalltulas. Skulltulas are normally found deep in the caverns, preying on stray Leapers that get separated from the pack, while Skullwalltulas are normally found in the outdoors, skittering across vine-covered tree trunks and bluffs.


    Wildlife


    Krakua, the City in the Trees
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    TM since 2008, courtesy of The Rising Dragon.

    Description
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    In the heart of the southern jungles, a society of people have decided to get more in touch with nature and the gifts it provides to the planet, hoping to avoid another disaster like the ancient destruction of the Wood Temple on the continent of Kemei, the calamity that caused nature’s slow death across the continent. These people followed ancient ley lines through the jungle until they found the highest concentration of intersecting lines, where numerous Rumbletrunk trees had grown. Here, druids and sages, along with the help of talented engineers and architects, they created a new city from nature itself, spanning through the Rumbletrunk trees and the surrounding wildlife through a network of wooden platforms, bridges, and catwalks. The city spans through several levels, which can be traversed through stairwells grown from the trees, ladders, and vines.

    Various academies devoted to magic learning and nature studies can be found throughout Krakua, as sages and druids examine the ley lines and conduits of magic hidden within the region. They believe this study will allow them to repair the destroyed Wood Temple and return a balance to Kemei. As such, the majority of the population in Krakua are Elves, Komolas, and Orcs, as well as a smaller population of humans. Dwarves are mostly uninterested with city. Due to the purpose of the city, other creatures are seen coexisting with the people and forming symbiotic bonds with the people. As such, it is not unusual to find Drakes moving about the city, unharmed by the guards or other people, and occasionally, a Green Dragon or two can be seen roosting in the tops of the Rumbletrunk trees. There have been some attempts at domesticating Cliff Racers here, with varying degrees of success—some remain feral and attack anything else on site, others have become fully domesticated and are used as courier creatures, others have at least been naturalized to the point where they do not attack people in the city.

    Krakua is in an interesting situation within the Holy Stamarian Empire. Though it does not fully agree with the policies and doctrines of the Empire, preferring to avoid war and bloodshed for the sake of the preservation of nature, they do know that access to Kemei would be difficult without the Empire's help, should they come across the secrets needed to rebuild the Wood Temple. As such, they do not protest against the Empire of Stamaria, and are in turn mostly left alone by Stamaria.


    History

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    Last edited by Morph Bark; 2013-10-08 at 04:11 AM.
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    Cher Plek

    Cypretini

    Ashera
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    TM since 2010, courtesy of Sasa; grand update courtesy of Morph.

    Description
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    Ashera is a small city that passes for Cypretini's capital. Founded by the Flumen Mors river's widest point aside from the delta two hundred miles further, it's a city that prides itself on its high culture and honourable bearing, with strong lawmen keeping the peace. However, all of this has its dark underlining, as much of the city is corrupt. Most of the lawmen take bribes and the few big companies in the city are nearly entirely free to do what they wish, often working their employees 'til they drop. Officially, Ashera's mayor is called the President of Cypretini, but the title is little more than a formality and half the time the mayor doesn't even really hold power in the city itself.


    History

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    Kassus

    Valley of the Damned

    Primal Temple of Earth
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    TM since 2006, courtesy of Morph; updated description courtesy of Ribitta.

    Description
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    The Earth Temple is one of the Temples of Old that was forged to its purpose nearly on accident. When it was created, it was a simple Aztec-styled temple, huge and multi-layered, all side rooms leading toward the center room where the sacrifices to the earth god were made. The temple was built on the spot because the natives felt tremors in the earth always nearby, and thinking it was the earth god himself they built their temple to honor him, but the earth god had another plan.

    One day as the natives entered the temple to make their sacrifices, they came into the main room to find that the floor had entirely collapsed, revealing a massive hole like none they had ever seen before. Feeling this to be a sign, they urged their entire civilization to move here, away from the sunlight and into the arms of the earth itself. They found the soil to be fertile and plants seemed to not need light in this precious soil, and so they erected buildings and farms and an entire civilization, finding everything they needed down there.

    Then the Earth King struck, wiping out the entire civilization, leaving only ruins in its wake, reclaiming the burrow it had dug for itself over a hundred years ago. All the relics, altars, artifacts, and tributes to the earth god now left in this destroyed, underground tomb. This story is known from tablets recovered from the insides of the earth temple, and for this reason it is avoided as a sign of trying to become too close to the gods and feeling their punishment for it, but some would still dare to enter the lost labyrinths of the earth temple.


    History

    Wildlife


    Remeik, the Dual Kingdoms

    Al Remeik

    Rogueport
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    TM since 2008, courtesy of The Rising Dragon.

    Description
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    The shanty town of Rogueport is a lawless hive of scum and villainy unlike any other. Nestled within a hidden cove on the eastern coast of Cher Plek, this town is a haven to criminals and pirates throughout the western hemisphere. The shanty town is built up alongside a tall, slanted cliff face, and is made up of dozens of wooden shacks connected by platforms and catwalks. A moderate-sized dock spreads out at the base of the town, and is large enough for small boats such as fishing trawlers to dock, but small enough to make sure large ships cannot come to port. This is the town’s defense mechanism; Stamarian vessels cannot dock in the town to unleash its forces on it by sea, and inland invasion forces will be unable to board pirate vessels that have been docked. From the land, there is only one viable entrance—at its southwestern edge, a road is formed through a tiny canyon that ends at a hillside road leading back into the rainforests. Vehicles cannot enter the town proper, and have to stop at its inner gates. As a result of being a shanty town, the main source of food for Rogueport is fish, and the constant fishing makes the town reek.

    Surrounding the town on the cliffs are old ruins left behind from ancient times, including small shrines nestled on the cliff edges overlooking the town—these shrines now serve as outposts that are on the vigil for incoming ships, or incoming inland forces. The pirates and thieves living in Rogueport have become masterful guerilla fighters, and they use the rainforest terrain around Rogueport to their advantage. As time passed, the Holy Empire of Stamaria settled on leaving Rogueport alone, realizing that control of the city would mean nothing in the long run. Due to the shady nature of its tenants, Rogueport is an excellent source of rumors and information—Stamaria’s control of it would only result in that information center disappearing. Instead, Stamaria and the Korin both post agents to hide among its people, gathering intel off the black market for their superiors.


    History

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    Nol Remeik

    Rislain Lake
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    TM since 2007, courtesy of The Rising Dragon.

    Description
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    In the heart of Cher Plek, surrounded by the vast rainforests, is a gigantic lake stretching out for over several thousand square kilometers in its width, looking almost like a small sea rather than an expansive lake. The Lake of Rislain is thought to have been created by a massive seismic upheaval in the ancient past, which ruptured the continent and caused part of it to sink. Over time, the rainfall and the flooding filled the rift left behind by the event, eventually resulting in the massive body of water seen today. One side of the lake is bordered by tall cliffs that overlook the lake, and below it, the cliff face is pockmarked with caverns. Though it is not confirmed, it is thought that the ancient peoples of Cher Plek built temples and places of worship within the rift before it filled and became the Lake of Rislain. The waters of this lake hold unusual properties due to the minerals present in the water and the lakebed, and are theorized to come from hidden ruins beneath the surface, if such exist. Scientists feel this to be possible due to the presence of the Earth Temple on the continent.

    Also present in the lake is an abundance of aquatic life. The shores of the lake are home to various herds of Aqua Bullies, who congregate in and around the lake waters as they absorb it for self-defense purposes, making going near the shoreline a risky ordeal. Hippocampuses can be seen residing near the rivers that feed into the lake, and like at any other place where they can be found, they can be bribed with food to give a sentient a ride through the waters. Throughout the shore region are small settlements of Murlocs, who make their homes in small dwellings above and below the surface, and in the cliff-side caves not infested by Leapers. Of note, none of these tribal Murlocs have undergone any of the mutations that other species and societies of Murlocs have sometimes suffered from. Further out, in the deeper parts of the lake, Blue Dragons have been known to roost, making ventures into the depths of the lake a dangerous affair.

    Because of the strange properties in the Lake of Rislain, a surface-based mobile research center was constructed, with the help of engineers from the city of Tsuminar, in Kouchi. The research center was constructed at the shoreline on an expansive floating platform, before being moved out to the center of the lake of Rislain. Once moved, a small port facility was created on the north-eastern shore of the lake, for the use of passenger and supply transport. Once moved into the ideal location set by special surveyors, the research center was further expanded upon, including several underwater levels and a small submarine dock. The above-surface facilities span across several buildings, each with two to three floors, and contain various labs, storage bays, a docking facility, and an observation tower for surveying the surrounding area. Here, the lakebed is mapped out, and the strange mineral properties in the water are studied and experimented with. The scientists have noted the overall stability of the local Murloc population and its lack of mutation, and theorize that the water itself may have something to do with this—as such, they study the Murlocs extensively, even going so far as to map out their behaviors via interaction with the tribes, such as trading.


    Wildlife


    Rainforests
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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

    Description
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    The rainforests of Cher Plek is the largest region of forestry in the world, spanning nearly the entire continent and hiding most of its countries beneath its canopy. Due to the Rainforests covering most of Cher Plek, most of its native kingdoms reside in it. They have been called the “lighter counterpart” of the Jungles of southern Zailleon. Here, the land the rainforests covers is generally more even than the mountainous valleys of the Jungles, consisting mostly of valleys throughout the continent. The rainforests, as their name would suggest, are an incredibly wet region, with many rivers flowing through them beneath the foliage, often flooding them, and experiences frequent rain showers on a regular basis. Villages and towns in the rainforests are typically built in the natural clearings of the region, and are mostly spread out away from each other due to inter-tribal disputes and conflicts between the nations that reside in them. Usually, the buildings and structures in these towns are built up on stilts when near the rivers, to prevent damage from flooding. There are less gigantic trees, with giant Rumbletrunks being few and far between. Unlike the Jungles further north, there are little in the way of cavern systems.

    Unlike in Zailleon’s jungles, various religions ran rampant in Cher Plek’s past, and the signs of it are still seen today: throughout the whole of the rainforests, a number of ancient temples can be found, slowly being consumed by the foliage. Roads through the rainforests are often remnants of forgotton temple cities, and usually the larger towns are built near these temples. Villagers often warn travelers against going near the temples, due to superstitious fear of curses, and the more realistic fear of dangerous wildlife making their dens in the abandoned temples. Due to this, it is not surprising that the local Korin terrorist cells often make their bases inside these temples, after clearing them of traps and creatures. The Korin use the possible presence of creatures like Giant Spiders and Dinosoids to ward off patrols from the invading Stamarian forces, and as such often keep wild creatures penned up inside the temples, releasing them during times of infiltration and attack.


    Wildlife


    Shadowed Bogs
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    TM since 2008, courtesy of The Rising Dragon.

    Description
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    The Shadowed Bogs are an extremely dangerous region of swamplands on the western coast of Cher Plek. Once, this land was a place of unparalleled beauty, with stunning foliage and wildlife, and a breathtaking view of the coastal waters of the ocean. Often it was a site where druids would come and perform their spiritual rituals, as it was a nexus of natural energies thought to have been created by a wellspring from a Core Energy. However, planets are constantly changing, and their surfaces along with it, and this region was no exception. Wars among the countries of the continent have taken their toll on this region, slowly changing the landscape into something dark and sinister. The waters that have inundated the Shadowed Bogs have long since stagnated and have become befouled by the presence of drowned corpses. The poisoning of these waters have twisted the natural vegetation, and the trees have become twisted and gnarled, covering most of the bogs and blocking out sunlight, giving the region its name. Hanging vines from these trees can snag travelers and entangle them, leaving them open for attack by the native wildlife inhabiting the swamplands. Another common trap in these bogs are various pits of quicksand, ready to devour the unsuspecting traveler. Similar to the quicksand, much of the waters are covered in aquatic growth, which prevents travelers from recognizing it right away. In addition, this growth tangles up the travelers’ limbs when they slip into it, limiting their movement and ultimately causing them to drown, adding to the stagnation, and leading into a vicious cycle of death.

    As with the land, the spiritual energies too have irrevocably changed, having been corrupted by the hundreds of deaths that have taken place on its soil, and all of the negative energies left behind by restless spirits and the anguish of their demise. Now, the wildlife in tune with this energy have become warped and twisted, and monsters roam the Shadowed Bogs, such as the amphibious Murlocs, who have mutated into something far more sinister. The negative energies have given rise to the undead, as drowned corpses rise from the waters, and the spirits of the vanquished have manifested as violent ethereal entities. The anguish of these spirits have also attracted the attentions of the demonic creatures known as Parapsyches, who wander the darkness, feeding off of the energies of these negative emotions. Violent creatures such as Hydras and Dinosoids have caused the deaths of humans and animals alike, and The corrupt spiritual essence that pervades the lands take root in the corpses of the slain monsters, resulting in Ymaggion’s worst creation: Nightmares. These foul creatures wander the deepest, darkest parts of the Shadowed Bogs, lying in wait for those brave enough and wary enough to escape the natural clutches of the Shadowed Bogs.


    Wildlife


    Stamaria

    Sampius

    Verivia

    Teradia
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    TM since 2010, courtesy of Ribitta.

    Description
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    At the southernmost tip of Cher Plek, where sweltering heats and broiling humidity turn to frigid winds and ice storms, Teradia stands as presumably the last bastion of the old world. Skillfully hidden by ancient magic until 104 S.R., the city has finally been unveiled to the entire world. Be it archeology, archives, religion, or strategic location, every nation has become allured by Teradia, the cold stone walls gravitating all humanity and their causes.

    As the Shadowed Bogs go south, slowly the swamp turns to ice. The gap between tropical climate and freezing weather is small, quickly transferring the traveler from a viscous heat to an empty cold. The terrain quickly begins to rise, temperatures dropping even further, until a tremendous cliff face is encountered. Standing over 250 meters, the cliff would dwarf most skyscrapers in a large city. A narrow and dangerous pass leads through these mountains, a jagged and unlevel plain of stone at the top. Here is the last stretch before the city, and life begins to become more and more visible as the plains stretch toward their finally resting point. Quarries are common in this region, being the farmland of Teradia, but all commerce comes to a close within a kilometer of the city. The terrain dips down once more, and the loose jagged rocks begin to thin out into smooth lowland. Covered by snow for eleven months of the year, these plains are a killing field for intruders should it ever become necessary. Should one make it through all these obstacles, though, they will find themselves looking at Teradia, lone city and life source of the deep south of Cher Plek.

    Teradia’s walls are perfectly smooth and made of solid frozen stone, and the walls appear to be comprised completely of one solid piece of rock, as if beautifully carved out of a mountain. Each one of these massive, multi-story wall is at an eighty-degree incline, not completely vertical for reasons that are still a mystery. Three of these walls layer themselves in intervals of fifty meters to the city, gates staggered between them so as not to provide a straight entryway into the city.

    Within the walls of Teradia is a surprisingly quiet city. Based formally on religion throughout, the city is marked by scaled down mirrors of the seven elemental temples, although these are not approachable by any but the priests and monks who maintain them. Even the wood temple still stands here, although it is the most highly guarded of all. However, besides specific points of interest and the general safeguarding of the city, the military is more or less virtually invisible. To wear a uniform in Teradia means that the individual will bring blood, and so it becomes merely another profession much like lawyers or craftsmen, blending in with the rest of the populace.

    The trade in Teradia is expectantly low in variety, relying almost entirely on fish as food, some unique fruits and vegetables that can survive are also grown out in the rock plains, but there is still little choice in diet. Despite the city being at least a hundred meters above sea level, located on the rocky peninsula of the tip of Cher Plek, the city still keeps a thriving port. With huge tunnels running beneath the city, the upper regions connect to an underbelly of trade, eventually coming out into the port on the western side of the city. The underbelly is a vast complex of tunnels, and traders stick to one or two passages through it, but sidelong possibilities provide untold secrets in magic, history, and religion. While not protected with the massive stone walls at the front of the city, the underbelly passages are known well by the military and can be defended easier than the plains to the north of the city.

    Mysteries yet uncovered by the world lie in the heart of Teradia, and for the first time in thousands of years they are resurfacing. Very little is still known about this threshold to information concerning the past, but both warmongers and knowledge seekers will undoubtedly be drawn to its power.


    History

    Organizations

    NPCs


    Tsji'rua

    Bann Kíng

    The Island of Wan
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    Allondell
    The continent of Allondell is known for how habitable it is—its entirety is made up of regions that are reasonably safe for people to live in, without fear of dangerous climates and environments like in Kouchi and Kemei, Cher Plek and Cyra. Though there are forests spread throughout it, they do not harbor dangerous creatures such as Zailleon and Cher Plek’s giant spiders. Though there are frozen mountains, they are not as frigid and cold as the chilling plains of Cyra. The land is arable and healthy, and as such, life is more abundant here than it is in the deserts of Kemei. As such, many villages, towns, and cities are scattered through it, in its plains and forests.

    Allondell is primarily inhabited by elves. Humans and dwarves have come from Stamaria and founded the fortress-city of Traicen, and human ambassadors and immigrants have gotten more common in Roémania in the last decade. Jotun adventurers, ambassadors and traders can sometimes be found in Allondell, and more rarely in the other countries.


    Albionoria
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    Hyreign

    Lanceon

    Allondell
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    History
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    Allondell’s history traces far back, and since the country actually existed, it has been the best recorded. While the best recorded, it is perhaps also the most boring in recent history, as Allondell never was much involved in great wars with the other countries or had any major breakthroughs happen within its borders. To be precise, in the last six hundred and fifty-three years, Allondell’s borders have not changed a single inch. It was in that year, the ninety-third year of the reign of Czearline (Emperor-King) Jakobsz the Eternal, that the Great Wall of Allondell was completed. It was meant to protect Allondell from anything that could possibly come from the north of the country, lands which used to be infested with dragons and giants and large and hairy, dangerous beasts—to this day it is still unknown if it still is, but the Knights of Allondell hold the bastions along the Great Wall and the Frozen Sea valiantly. Czearline Jakobsz the Eternal passed away the day after giving the Great Wall his blessing.

    The second great important occurrence in the history of Allondell is without a doubt the overthrowing of the royal family. On the nineteenth day of the eighth month of the fortieth year of Czearline Køralår, underground cell leaders caused an uprising after tensions had run high and the Czearline had oppressed the populace for his entire reign and raised taxes several times. The royal family was lynched, the few surviving members fleeing and going in hiding. A new regime rose to power and the country became led by a communist government. For the last seventy-two years this regime has been in charge, and for Allondell, it has worked out so far.

    When the Party seized power, they only did so officially in the part of the country west of the Frozen Sea, also known as New Allondell. The less-populated, more frigid Old Allondell opposed the new regime and doesn't recognize it, despite the Party claiming Old Allondell to still be a part of the country to this day. Other significant results of the Party seizing power are the equalization of class and status, causing many noble families of dukes and barons to flee to Roémania, some others to Old Allondell. Furthermore, it turned the country into a more militaristic state, even more than it already had been before. As the bastions along the Great Wall and the Frozen Sea were seen as vital to the country, knighthood became the only way in which a citizen of Allondell could distinguish themselves.


    Natives
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    The native people of Allondell are elves that are mostly light of skin, light of hair and light of eye colour. Redheads and blondes are fairly common, and brown eyes are incredibly rare, with hazel only popping up here or there every so often. Indeed, the old royal family was almost albinic, with platinum blonde or even white hair and violet eyes.

    Expats from other countries are in fair number, but none too great (15% of the total population). People with dark skin or slanted eyes hailing from the distant Zuishen are the most commonly seen foreigners to come and live in the Northern Communate of Allondell. Still, however, they prettymuch only live in the southern parts of the country, refraining from going further into the rather cold north. Some amounts of Roémanians live in the big cities and along the southern border, despite the government keeping a keen eye on who and what crosses the border, as they generally view the Roémanians with distrust.


    Culture

    Religion

    Laws & Government
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    Allondell is led by the Communal Registration of Allondell Party, also simply known as the Party.


    Estríde

    Corbado

    The Knightly Forts

    Luunflame

    Pikemarsh

    Stormfall

    Wyvernlane

    Saltsnown Port

    Snowthrone

    Bonito Pais

    Cassiter Isle
    Short notes: inhabited by pseudo-Celts, rich in tin, mountainous.

    Perinod
    Short notes: former Stamarian colony, home to the Red Knights.
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    Merlant

    Primal Temple of Fire
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    TM since 2006, courtesy of Morph; updated description courtesy of The Rising Dragon.

    Description
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    The exterior designs of the Fire Temple are often thought to be similar to that of the Earth Temple. There are some obvious differences though, but the basic external architecture is quite similar. Standing one hundred and fifty feet into the air, the Fire Temple has a look similar to that of the ancient Aztec’s temples with a few minor exceptions. As each level rises up, instead of leaving the step flat and empty, large blackened Ionic Greek pillars rise up. The lowest are the highest, and as each level proceeds, the pillars surrounding the steps grow gradually smaller. Finally all the pillars meet horizontally on a large roof set above the final level. The temple is still quite visible despite the pillars due to the amount of them and the sheer size of the temple.

    A single large staircase rises up each layer allowing a safe passage for those at the temple. However, lava streams can often be found sluggishly moving from cracks in the architecture down to the bottom most step. Despite the intense heat and light emitted from the lava, torches still line the pillars adjacent to the stairs, placed inward toward the traveler. From atop the Fire Temple, a good view can be obtained of the surrounding area. Most of it has been blackened or burned due to the Temple’s presence, but occasionally an animal or plant still living can be found.

    Upon entrance to the Fire Temple, if one was not already overcome by the heat, it would most likely happen on entrance. Although the Fire Temple is indeed beautifully made, the fountains of lava that line the antechamber to the temple can almost always be overwhelming. Statues of what most thought the Fire God to look like extend from the walls, with the hands cupped. Hollow portions in the hands will allow lava to run through and fall down to feed the fountains.

    The temple has many chambers in the external pyramid of the temple, but most of the true temple lies deep underground. No one knows exactly how deep it goes, but some say that it goes through the crust of the earth and thus has constant magma streams. Deep into the temple where the hottest portion is lies the Magma Dragon, a fierce and deadly ruler of the temple.


    History

    Wildlife


    Rakutan Forest
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    TM since 2008, courtesy of The Rising Dragon.

    Description
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    Rakutan forest is a lush valley spanning forty miles at the base of a small mountain range on the continent of Allondell, snaking around to and fro into a rough S-shape around the mountains. Running along the length of the valley floor is a flowing river, with rocky shores on its banks. Most of the valley is covered in the thick foliage of evergreen trees, hiding much of the valley from view overhead. The area is rich in minerals and ore, and as such has become a popular mining round, with certain areas near the mountains cleared and mines set up. A number of these mines have fallen into disrepair, becoming decrepit and abandoned. Others, however, remain active, and have a steady workforce from the towns in the region, as well as from as far out as Minervum.

    The Rakutan forest is fairly isolated due to its location. A rough road has been worked alongside the valley opposite of the mountain range, though development of this road is ongoing and decidedly difficult for the workers, and as such it is fairly common for travelers going along it to be delayed by work forces. Also, the high amount of ore within the region, coupled with the dense forestry on either side of the valley, hampers radio signals going to and from the valley region, making communication with the outside world difficult. As such, a number of undesirables tend to hide in the forest, safe from prying eyes.


    Wildlife


    Roémania
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    Roémania has one of the grandest histories of all the countries, at one time having been the largest empire that spanned the continent from east to west and north to south and covering more than half the land.

    Roémania began as a small country that quickly evolved into the world’s first republic. However, discord amongst the country’s leaders caused a civil war, which lead to an uprising, which lead to a coup d’état by the twin sons of a slain senator, the younger of which became the first emperor. Within the next twenty-five years, Roémania had grown seventeen times as large through conquest. Through marrying the daughter of the king of a neighbouring country, the emperor ensured acknowledgement of Roémania’s existence and himself as its emperor. During the four dynasties that were to follow, Roémania’s borders were shifted constantly as the empire grew, until it stretched far and wide for several centuries, even establishing colonies on the continents of Kemei and Cher Plek, until five hundred years ago.

    The conquered territory of Chypten rebelled, gathered allies amongst its neighbours and begun a war for their freedom that last forty years. Fought mainly in the territories’ desert regions and several times at sea, the rebels won when they surprised the Roémanian empire with the siege of its capital, an army having snuck deep into the empire unseen. The Roémanians surrendered, its capital was looted, and the territories declared their independence, only for Chypten to establish dominance over them all and become the kingdom of Azchyptuca.

    The empire soon saw decline after that, needing to retreat its troops and move away some from its militaristic style of life. Whilst the soldier class’ importance diminished, it retained dominance in governing matters. At the same time, due to the retreat of the Roémanian soldiers from occupied lands, new countries arose, Cypretini being one of them. Roémania’s status as a superpower evaporated within a decade as it became consumed by a civil war, which it almost spent a century to end. At that point, Roémania was united, yes, but it was weak, and the working caste took its chances to gain more rights and freedom, and Roémania became a country driven by trade rather than military power, its ships coming to see more use as cargo-holders of food, spice, gemstones and metal that it traded with neighbouring countries, or its own cities between one another. Due in part to this also, piracy began to thrive more, leading to obvious results…

    In the present age, Roémania still retains its caste system and status as a great mercantile country.


    Natives
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    The natives of Roémania are quite varied. In the north the people are of lighter skin than in the south, where they have mostly brown and black skin tones, which often shocks humans coming from Stamaria, as they don't expect elves to have such skintones. Brown and black hair and eyes are most seen overall, though grey eyes also appear a lot, and blue eyes are sometimes seen among the southerners.

    Foreigners are common in the country, especially coming from Allondell and Azchyptuca, and ex-slaves from Azchyptuca often come to live in Roémania.


    Culture

    Religion

    Laws & Government


    Minervum
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    TM since 2006, courtesy of Morph; updated description courtesy of Ribitta.

    Description
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    Minervum, the great city of wisdom and knowledge in the heart of Allondell, is a spectacle that draws people from across the world. The greatest scholars, magicians, and architects still flock to this city, the banks of knowledge and libraries of books consistently increasing, and the city’s knowledge banks are some of the few that have yet to be corrupted by the government of Stamaria, but the presence is still evident in the city.

    While the city is medieval in much of its architecture and style, no walls encompass the grand city. Minervum is circular in shape, centered around the Sophus Grounds. As the city approaches the innermost center, the elevation gradually increases in an almost layered-like feel. As one approaches the Sophus Grounds though, the piece elevated the highest above the rest of the city, elaborate staircases and walkways take the traveler over a vast chasm, and onto the subtly floating isle that are the Grounds, and while this area is not vastly higher than the lowest parts of the city, almost all of it can still be seen from the highest point in the Sophus Grounds.

    The edges of the city, while they are not walled off with metal or stone, are safeguarded by invisible magical barriers. Often subtle so as to keep people from entering the city in secret, these barriers treat different trespassers in different ways. People who try to enter will often find themselves distracted by something else, drawn away from their tasks, and given new direction which takes them either straight to a guard or away from Minervum altogether. Should the city ever be attacked, however, the barriers would become much more evident and stronger, but only the Taron Mages and those at the peak of the Stamarian society know the true intensely powerful possibilities.

    The entrances into even just the outskirts are well-marked by large quantities of ornately armored guards, blue and gold plate-mail covering Taron robes, and both spellswords and more brutish weapons such as axes marking their capabilities. These outskirts of the city are marked by Minervum with well-crafted architecture, even if the inhabitants are poorer as the city’s majesty covers all portions of itself, rich or poor, but the deeper one goes the more lush the scenery and architecture becomes.

    Large curved towers made of what seem to be single pieces of cream colored stone can often be seen jutting into the sky, balconies etched in their surfaces and often with interesting arrays of floating objects such as a crystals or glowing metals toward the tops. Many of these towers belong strictly to the Taron Mages, but serve many different purposes throughout the city. The stone-work is unique and unlike anything else in the world, dealing primarily with flowing curves and unfathomable intricacy.

    Gardens often mask the gentle rise of the city as it increase with depth, some seemingly normal but simply floating on closer inspection, and all roads will eventually lead toward the Sophus Grounds. These Grounds mark the heart of Minervum, both literally and figuratively. Here the Grand Library can be found as well as the Taron Mage’s tower, also known as the Taron Citadel.

    The Sophus Grounds are huge, and often travelers find themselves getting lost within the complex but beautiful gardens found there. The Taron Citadel is at the center of these grounds and about a kilometer from the Grand Library. While the Sophus Grounds are open to all, the entrances are narrow and guarded, and a log of everyone who enters or exits is logged and filed.

    The Taron Citadel is very similar to the other towers throughout the city, the only large defining differences being it is considerably taller and more noticeable than the rest, with the Taron Mage’s with many runic symbols carved deeply into the sides. These runes will often glow when intense work is being done in the Citadel, and they provide a subtle ambient light to the complete city at night.


    History

    Organizations

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    Stamaria
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    Traicen
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    TM since 2008, courtesy of Ribitta.

    Description
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    Traicen is a castle the size of a small city. Mounted with turrets and walls that can be seen from miles and miles away on a clear day, Traicen is the most fortified place in all of Ymaggion next to the Mydaeni Tower. A large portion of Stamaria’s military can be found here, and although the structure has the look and architecture of a middle age castle, the technology, which keeps it running, is beyond comprehension.

    The basic layout of the castle is relatively simple yet still breathtaking. Walls layered reach 200 feet into the air and have the thickness of seventy-five feet. Although the outside layer is of mere stone, the inside is a mesh of titanium with thin diamond coatings. Pressure pads line the insides of the walls as well, and if extra pressure is delivered, a buffering force field will be set up around the edges of the walls, and repel anything in an outward manner that is in front of the wall. People on top or behind will not be affected though. Inside the walls are passages as well, if a fight is going on, the passages may be the perfect way to have an officer travel from one area to the next without making himself a target on top of the wall. Elevator shafts run through the turrets, and the lowest level of them and a tram system can take an officer back to the center section of Traicen if needed. The tram uses the same ideas of the magnetic-levitation train, an idea featuring a vacuum so no air friction occurs, and magnets which push the tram with incredible velocities with the tiniest of pushes. The walls stretch in a twelve-mile radius from the center tower of Traicen.

    The second section of Traicen is an area for artillery purposes. High-powered cannons can be found safely nestled on stands about a half a mile from the walls. Between the artillery line and the walls, is building upon building of sleeping quarters and weaponry storages. Several clear roads run from the main gates made of titanium doors and the actual gate is made of diamond bars. Eleven gates encircle the city walls, and are operated daily by scores of guards.

    Past the line of artillery are homes for the officers living in Traicen. The houses are relatively large, and sparsely set apart, but the number of them is large considering the actual size of the castle. After the lines of old styled homes and barracks, the castle retakes its castle-like look more firmly with another set of walls, but this time leading into the indoors. 150 meters high, the inside has room after room of different things. Tremendous portions of areas are reserved merely for science and technological purposes, things that could be too dangerous to be kept anywhere else. Maximum safety precautions are still made though, and even if something went wrong it would quickly be quarantined. Separate gates can be gotten to, via transporters opened by the main tower, which open gates slightly outside of the city that could bring potentially dangerous things into the technological area of Traicen.

    Random courtyards can be found throughout this area, but are covered by invisible shields. Finally, when all of this has been passed the final ring of the fortress can be found. Below this portion are the prisons for the highest level of scum. Above this though, is a tower. The tower has the operational abilities to govern over everything in Traicen. The Mydaeni Tower of course ultimately governs this, but on top of readings from all sorts of technology across the castle, it also provides a physical view high above everything else. The tip of the tower provides the field that expands across the entire castle; it is invisible but will destroy anything that attempts to pass through without proper clearance. There are elevator shafts that run through the entire tower, some are used for prisoner transport, but the main one is an entire room, which lowers high-ranking officers down directly to transector. This area contains several transporters that can take the user nearly instantly around the world to major cities and high points of interest.


    History

    Organizations

    NPCs
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    Kemei
    "The Barren Cradle of Life"

    Azchyptuca

    Anakhrandis

    Pharos

    Gorgaia

    Kellah Substates

    Kiljuken

    The Pirate Republic

    Primal Temple of Wood

    Remulia, the City in the Sky

    Thebas, the Mega Necropolis
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    Kouchi
    "The Giant Continent of the East"

    Mount Tenamon

    Mydaeni Tower

    Primal Temple of Wind

    The Scosglen, the Everfrost Mountains

    Acera, the Burning City
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    TM since 2007, courtesy of Morph.

    Description
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    Deep underneath the frozen peaks of the Everfrost Mountains lies the city of Acera, built by ancient Dwarven craftsmen with skill beyond doubt. The entire giant cave that the city is built in was cut out from the innards of the mountains by their hands, taking into account the shape and form, placement, strength, size and mass of the minerals and stone and tunnels already in place prior, thus creating an incredulous cavity that would never collapse on itself, unless the mountains above it were to crumble. Even still, giant strong spiraling towers of stone were erected, rising up to the top of the cave, supposedly supporting it as well.

    With their stone mindset, Acera’s layout was made by the Dwarves to perfectly serve their needs of warding off an invasion force. The buildings are all strong and sturdy as well, and many also are connected to an underground tunnel system. Using a similar system, from a nearby volcano, the Dwarves have carved a long and precise series of tunnels so that Acera is lit up by flowing rivers of lava. The lava is also used as a method of heating for the public eating houses to cook the food and for the public bathing houses to heat up the water.

    The richer clans that live in the city can afford their own connection to the lava flows for their bathrooms and kitchens. Dragon imagery is common in Dwarven houses, as the creatures are revered, feared, respected, and somewhat hated still by the race. In the past they had organized several large-scale dragon hunts, the results of which are not uncommon to be seen in the houses of Dwarven nobles.


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    The Cavernous Reaches

    Stamaria

    Tsuminar
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    TM since 2009, courtesy of Ribitta.

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    The great metropolis of Tsuminar remains to be one of the greatest technological achievements of the world, but even some of Tsuminarian technology cannot even be explained by their top scientists and engineers. The city was founded originally around a great stone spire, the surrounding people feeling drawn to it and thus building their houses, their shops, and their lives around this monument. Thousands of feet it extended into the air, never wavering.

    As time passed the area surrounding this spire became a true city to the surrounding areas, the spire drawing people out of their way to investigate the curious but massive object. As electrical achievements came into focus, engineers began to notice that their creations worked more strongly and sometimes only worked at this stone, and they soon recognized that is object held more in store than just height. Science overruled any religious notions about this stone, and people began to cut into it, only to find that under a foot of stone was a dark and polished metal that was virtually impenetrable.

    This metal tower is now fully uncovered, standing in the center of the city inside the largest of the skyscrapers, the largest governmental building. The stone provides a power source for the entire city, making it truly a sleepless one. Expanding in every direction for miles from this point, the city is a sprawling metropolis mega-city. The highest forms of technology can be found here, but the city seems to have defined itself by layers, separating different levels of wealth and position based on the height a person was at in the city.

    Ground level has become nearly impossible to traverse through safely; the slums of the city crawl across the unpaved or shattered landscape of the ground level. Most of the people on the upper levels would very much like to simply believe that this level doesn’t even exist, that it’s just a bad joke that people bring up once and a while. The second level is still not what people wish their city to be viewed as, but it escapes most of the drug and disease infested environment the ground level offers. Here most of the less fortunate middle or lower class reside, no home larger than a small but expensive apartment. Shops of less prestigious trade are found here, the less wealthy jobs like pawn shops or bakeries or convenient stores.

    The third-most level is what most of the visitors travel to Tsuminar for. Here the wealthiest live, the governmental agencies reside, the great technical universities can be found, and the mass producing technology masterminds recline. The air is the cleanest at this highest point in the city, the buildings getting larger the closer they get to the power supply of Tsuminar. Flying metros can take people from one skyscraper to another, elevators without one set direction and huge pieces of suspended architecture. Many of these things can be found in the lower levels, but none to the perfection or mastermind as this top level of living.


    History

    Organizations

    NPCs

    Tsuminia

    Zuishen

    Nowlung
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    Valtheran
    "Extreme Australia"

    Antevullian Coast

    Coracinduth

    Citadel of Light

    Aube

    Easguard, Crown Jewel of Aube

    Bondinsef

    Adante

    Temple of the Warrior

    The Cantoi Islands

    Persior

    The Sacred Isle of Shades

    Terralox

    Gaol Shyuul Ruins

    Primal Temple of the Sea

    Valtheran

    Adia

    Dragon Grounds

    Ginther's Rift

    Iaedora, the Hanging City

    Voya, the Floating City
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    TM since 2008, courtesy of The Rising Dragon.

    Description
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    The Floating City of Voya is, similar to Teradia or Iaedora, a remnant of a long lost world. As technology began to resurface, Voya was soon discovered by oceanic explorers who were amazed to find the desolate shell of a city. Unlike Iaedora, the platform that creates this structure is comprised of one seamless piece, indents and raises making up the geography of the island. Smooth curved slices appear once and a while along the edge of the island so as to make a bay or an alcove, but beyond that the island is nearly a perfect circle. Toward the center, a large machine deep within the island plate purifies the sea water and spreads it throughout the island, traveling through depressions that make streams and rivers until they reach the ocean where they dump out.

    Built on top of this entire plate, though, is the city of Voya. With large government buildings in the center, the city branches outward with varying districts, moving from government to business to living and then to the commerce of the border, focused almost completely on fishing and trade. While the new inhabitants of the island have built and added their own structures to the island, there are still thousands of buildings that stretch across the city that were there upon arrival, completely empty and void of any furnishings. Things that were obviously meant to be libraries or courthouses are additionally empty, leaving no record behind of the previous owners of the city.

    However, a few of the island’s many secrets have been uncovered, allowing a better understanding of its possibilities. In times of distress from weather or attack, Voya has the ability to mount impenetrable shields around the city. These shields have yet to be seen in action, but the computer systems found have been deciphered and show full functionality of all levels. It is also suspected that the water filter acts as an oxygen generator, extracting it from the water and spreading it across the island should the shields come up.

    While Voya is an artificial island of unknown origins, it rests near several other non-floating islands not too far off and within travelling distance. Trade is most common with these islands, although not restricted to them, and they are under the judicial system of the Voya government currently. Voya is a neutral contender in war, and has not made a move in a long time, often forgotten by those who do not travel or know the world well.


    History

    Organizations

    NPCs


    Outlying Ring
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    Farrlok, the Northern Pole

    Old Allondell

    The Buried Lands

    The Great Wall

    Graveburrow

    Needlehill

    Ravenhold

    Thunderlight

    Ysheim

    Jotunheim

    The Peak

    The Gates of Heaven


    Cyra, the Southern Pole

    Derworn Valley

    Drysnia, the Lost City

    Fimbul, the City of Eternal Winter

    The Maelstrom

    Primal Temple of Ice
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    The Demiplanes

    The Blood Beach

    Paradise Lost

    Zale-tri


    Hell

    Abyssal Maw

    Primal Temple of Darkness

    Sanguix

    Deathsailor
    Marindela Mor' or Saukir Nierya


    The Nightmare Realm
    Previously know as the Realm of Lost Souls

    Temple of Flesh

    The White City


    Tartarus
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    The Core

    Primal Temple of Light


    The Isle

    Heart of the Multiverse


    The Nexus


    The Room


    Yggdrassil

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    Dead gods
    Qliphothic circles
    Sephirothic circles

    Dead planes
    Za-Fuzen
    The Frozen Pool of Nothing
    Hel
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    Outer Space

    Luna

    Menesis

    Polaris Outpost

    Psychic Valhalla Remnant

    Ragnarok
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    Races

    Angels [racial stats]
    Angels live in the Core. They sometimes appear outside of the Core, mostly when they are on a mission from god, their lord Elgehim. Outside of the Core, they are most commonly found on the continent of Cyra and in the cities of Traicen and Voya.

    Dwarves [racial stats]

    Elves

    Hedgefolk [racial stats]

    Humans [racial stats]

    Jotun [racial stats]
    The Jotun mainly live in the lands of Old Allondell, beyond the Great Wall of Kouchi. Some have been sighted elsewhere on the continents of Allondell and Kouchi, but they rarely venture further and are a rather seclusive people, but sociable among one another.

    Komola

    Orcs

    Random thoughts
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    Elves: +2 Int, -2 Wis, elven weapons count as martial, low-light vision
    Hedgefolk: -2 Dex, +2 Wis, +2 natural armor, low-light vision
    Komola: -2 Int, +2 Cha,
    Orcs: +2 Con, -2 Int, orc weapons count as martial, darkvision 60 ft
    Replicorean: -2 Con, +2 Wis, +2 Cha, DR 1/-



    Classes
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    Skills

    Acrobatics

    Athletics

    Craft

    Diplomacy

    Gather Information

    Urban Tracking

    Iaijutsu Focus

    Knowledge
    New Knowledge skills (skill rearranging)

    Linguistics
    This skill functions exactly the same as the Pathfinder skill of the same name. Languages are classified as either major, minor, hidden or secret languages. Major languages are spoken by nearly everyone on a continent and minor ones by smaller ethnic groups. Hidden languages are unavailable as starting languages (except to a few specific races), but may be bought by purchasing ranks in Linguistics, as they are relatively uncommon and in use by specific races or ethnicities that people generally don't come into contact with often. Secret languages can only be learned in special circumstances and are under purview of the DM to let PCs learn them.

    The available languages are as follows:
    Angelichidden: Spoken by the angels. Also known as Hironish.

    Chypticmajor: Spoken by the people of the Azchyptucan Empire.

    Dwarvenmajor:

    Faerichidden:

    Gamilakhidden:

    Infernalhidden:

    Jotunminor: Spoken by the members of the Jotun race, who live in Old Allondell.

    Komulmajor:

    Roé-Allonmajor: The main language on the continent of Allondell.

    Roíminminor: Spoken by the ethnic group from Roémania by the same name.

    Seatonguemajor:

    Stamarianmajor: Spoken by everyone throughout the Holy Empire of Stamaria.

    Tekk Cher'Vressminor:

    Tsjin Íeranminor:

    Tsjin Mianminor:

    Tsumianmajor:

    Valtheresemajor: Spoken mainly by orcs and other people who live on the continent of Valtheran.

    Perception

    Pilot

    Stealth

    Survival

    Tracking

    Thievery

    Use Computer


    Feats


    Martial Schools
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    Magic

    The Elements
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    Equipment

    Phase Blades
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    Artifacts

    The Black Suns

    The Extensions of Awai

    The Helmet of Awai

    The Cuirass of Awai

    The Gauntlets of Awai

    The Greaves and Boots of Awai

    The Shield of Awai

    The Sword of Awe

    The Axe of Recovery

    The Bow of Dreams

    The Orbs of the Elements

    The Seven Perfect Weapons
    Descriptions found here.

    The Six Weapons of Destruction
    Descriptions found here.
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    Organizations

    The Clans

    Dragonheart

    Hartnett

    Iyamamon

    Jorin

    Leonstrife

    McKnights

    Right

    The Knightly Orders

    The Black Knights

    The Green Knights

    The Red Knights of Stamaria

    The White Knights

    The Order of the Calm Waters

    The Order of the Crimson Cloaks

    The Order of the Silver Star

    The Korin

    The Stamarian Empire

    The Worldguard
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    NPCs

    The Knightly Orders

    The Black Knights

    Jordan Stalis

    The Green Knights

    The Red Knights

    The White Knights

    The Order of the Calm Waters

    Alasea Dagenais, Daughter of Dawn

    Cassandra Right, the Bomb Mistress

    Blazen Messiah, the Inferno of Heaven

    Deacon Frost, Fist of the Dragon

    Deye Right, the Shifter of Elements

    Hailin Bonnet, the Lord of Katterox

    Len Yoshi, the Guardian of Katterox

    Pyra Messiah, the Devil Princess

    Rua Dragonheart, the Rising Dragon

    Ryosho Ruu, the Dragon Cannoneer

    Zanithy Osamia, the Dealer of Fate's Cards

    The Korin

    The Worldguard

    Blane Leonstrife

    Gahm Iyamamon

    Seishiru
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    Creatures

    Animals

    Dran, CR 1

    Dragon, Ice

    Shiina, CR 16

    Dragon, Magma

    Lightning hawks

    Electra, CR 18

    Thunderbird (imprisoned), CR 13

    Thunderbird (freed), CR 17

    Mindspawn of Ziatoch

    Blood Eagle, CR 13

    Darkened Beast, CR 19

    Gan, CR 17

    Karognis, CR 20

    Khaglessi

    Khaglessi (evolved)

    World Eater, CR 13

    Nightmares

    Heartseed

    Imperfect

    Knight

    Mare, CR 5

    Nightblade

    Nightcritter

    Night-marred

    Nightmech

    Pyren

    Gouki, CR 16

    Ryhaar

    Sea serpents

    Hydro, CR 17

    Shadows

    Donovan, CR 15

    Spiders

    Chesheo, CR 16

    Undead
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    The Sons of Darkness

    Azaleas, the Shades of Eternal Night

    Akurnu, the Lord of Nightmares

    Ziatoch, the Destroyer of Worlds

    Cyrus Nemesis, the Harbinger of Plagues

    Namonai, the Namer of Mysteries

    Kagai Nemesis, Rider of the Dark Apocalypse

    Sharen Long, the Death Dragon

    Naze Nightfield, the Ruler of Hell

    Kuro, the Dark Balance
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    Gods and Faiths

    Aceran Faith
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    The Mother of Fire, Cha'akiras
    The Way of the Heart
    The Will of the Heart


    Allondellian Beliefs
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    The Comradery
    The Defiance
    Sha'akalis
    The Wodanslink


    Corean Pantheon, the New Primals
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    The Elgehim, lord of the angels and light
    Abigael, goddess of the wind
    Gael, goddess of earth
    Sakrael, goddess of flowers, spring, fruit
    Solomb Alma’ut (originally Azrael I), god of the dead
    Eva, goddess of water, the seas, weather
    Blazen, god of fire
    Other angel names: Levael, Juniel

    Metatron, keeper of the Tree of Worlds


    Equrun Faith
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    Concepts
    Eluni, the embodiment of the moon and the winds
    Pownibrewn cider
    Twire, the art of bone-carving

    Gods
    Cha'akiris
    Khirnairan, goddess of chaos, discord and violence
    Hraynguile Bhotty, god of rainbows, precious metals, gemstones and sportsmanship
    Seirestin, the spirit of the Great Breeder
    Varottamli, goddess of alcohol, parties, emotions


    Jotun Pantheon (the Old Faith)
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    Kcha'aekrist
    Loki
    Odin
    Thor
    Skadi
    etc.


    Karginian Faith
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    The Duty
    The Hammer
    The Lady, Cha'ekris


    The Old Gods
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    Xoquoxitill


    Phaerezian Pantheon
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    Athenhuilo, goddess of war, god of the sun


    Roémanian Pantheon
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    Kha'ecirsa
    Mares
    Minervi


    Tsji'ruese karni

    Valtherese shamanism

    Other
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    The Powerless All, the Eyeless Watcher, the Artifact-Eater, the Light-in-Darkness, the Guardian of Worlds, the Godsmaster, the Eternal Judge, the Seed of Dreams
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    The Primals
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    Iyelus: solids, metals, creation.
    Sendrus: gasses, air, space.
    Rokenus: liquids, water, mysteries, magic.
    Korinus: heat, fire, death, rebirth.
    Maorus: cold, ice, time.
    Terus: plasma, lightning, sound, storms, emotions.
    Feyrus: nature, life.
    Last edited by Morph Bark; 2012-08-06 at 08:36 AM.
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    Adventures
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    Other Time Periods


    Plenty posts reserved. You are, of course, free to comment, critique, post opinions, thoughts, suggestions, etcetera.
    Last edited by Morph Bark; 2012-08-28 at 04:49 AM.
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    Default Re: Project Epsilon: A Campaign Setting 7 Years In The Making

    I'm going to do it! I'll pop the cherry!

    This whole project seems like my word document for my book. All encompassing, long, and vastly incomplete. There are Plenty of things I'm curious about. Your God's for instance. Or your artifacts. And how these things will tie into your views on the magic in this world you have.

    What you have so far in your races is nice. I love the idea of bloodlining each race.

    I'm having an idea that classes could be changed into class PrC trees. Perhaps I should port this over to the 'No magic items' thread, but I'll just state it here and we'll go from there. What if classes only went up to level 5 or 10, and then from there branched out into specified PrC's, which branched again depending. They wouldn't REALLY be PrC's. More like Paths that each class could go. So a fighter could go ranged or melee...basically like a specialization tree. I don't know...this seems like a huge idea, but I could see it fitting into the whole tech side of things really well. These classes could be based on where the character wanted to go. So say I wanted to become a barbarian, it could be a graft kind of thing, or modification. It almost reminds me mildly of bioshock, where to get certain abilities people change themselves to attain them, but can't attain these things without first getting to a certain point in training and experience to be ready to handle it. Before I consider this more, I'd like to know your thoughts, though.

    Are the "seven entities that shaped the universe" the same as the primals?
    If so, I've found 8 Primal Temples (wood, lightening, earth, fire, wind, water [sea], ice, and light). I'm assuming ice is a subset of water?

    The earth temple's history - That's CRAZY. I want to explore it.

    I'm surprised that the temple of wood doesn't have a description, being how much is on it in the history of the world.
    Last edited by TheWombatOfDoom; 2012-09-13 at 10:49 AM.
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    Default Re: Project Epsilon: A Campaign Setting 7 Years In The Making

    Quote Originally Posted by TheWombatOfDoom View Post
    I'm going to do it! I'll pop the cherry!

    This whole project seems like my word document for my book. All encompassing, long, and vastly incomplete. There are Plenty of things I'm curious about. Your God's for instance. Or your artifacts. And how these things will tie into your views on the magic in this world you have.
    Ahhh, yes, that's exactly an effect I'm familiar with. I look this over and I get all "darn, I got so much left to do". There is much still left for the gods, and I may end up cribbing a lot from real-world mythology and put my own spin on it (or use the original stuff that nobody else seems to use, like the Norse gods being fond of beer runs and "road trip" effects).

    The artifacts... ahh, the artifacts. To be honest, I've recently gotten an idea (in which the direction of the RP this is all drawn from was going anyway), which is basically a god of artifacts of sorts, except he created none of them. Curiously enough, that one is my first character ever, hence going generally by the name of Morph, though I'll likely change it in the endlore.

    What you have so far in your races is nice. I love the idea of bloodlining each race.
    Thanks! I'm honestly not all too sure about the Hedgefolk right now, so I might end up changing them, or ditching them entirely if a lot of people seem to find the idea too strange or unlikeable. The other races are assuredly a go though.

    I'm having an idea that classes could be changed into class PrC trees. Perhaps I should port this over to the 'No magic items' thread, but I'll just state it here and we'll go from there. What if classes only went up to level 5 or 10, and then from there branched out into specified PrC's, which branched again depending. They wouldn't REALLY be PrC's. More like Paths that each class could go. So a fighter could go ranged or melee...basically like a specialization tree. I don't know...this seems like a huge idea, but I could see it fitting into the whole tech side of things really well. These classes could be based on where the character wanted to go. So say I wanted to become a barbarian, it could be a graft kind of thing, or modification. It almost reminds me mildly of bioshock, where to get certain abilities people change themselves to attain them, but can't attain these things without first getting to a certain point in training and experience to be ready to handle it. Before I consider this more, I'd like to know your thoughts, though.
    Hmmm, interesting ideas, but that'd take a lot in the direction of a system overhaul, which is a bit much for me, I'm afraid. I'll first be working out mainly fluff details (except for races), so that I could end up using a different system than DnD if it strikes my fancy, or make the setting useable for various systems.

    Are the "seven entities that shaped the universe" the same as the primals?
    If so, I've found 8 Primal Temples (wood, lightening, earth, fire, wind, water [sea], ice, and light). I'm assuming ice is a subset of water?
    Yes, the Primals are what shaped the universe. However, they made it in a very basic state and from there let everything else evolve.

    There is also a Primal Temple of Darkness in Hell, making 9. Ice isn't a subset of water, but moreso is about cold and such. They have some other associations as well. Water, for instance, is tied to illusions, whereas Ice is tied to time.

    I'm surprised that the temple of wood doesn't have a description, being how much is on it in the history of the world.
    It has a description, I just haven't put it up yet.
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    Titan in the Playground
     
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    Default Re: Project Epsilon: A Campaign Setting 7 Years In The Making

    Updated with some links to artifacts for now, which will receive even further expansion later.
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    Pixie in the Playground
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    Default Re: Project Epsilon: A Campaign Setting 7 Years In The Making

    In the spoiler below you can find a relatively short summary of such words.

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