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View Full Version : Caedura Campaign Setting (WIP, PEACH)



Lord Loss
2012-04-14, 10:31 PM
Here's the Campaign Setting I've been working on for a little while. It's very much a work in progress and I will liberally borrow from other sources, or make things up as I go along, or whatever. It doesn't really have a specific tone, different contienents, areas, whatever have different feels to them, anyways i'm rambling, here's the setting.

Any comments, ideas and criticisms are welcome, they encourage me and give me fresh ideas I never would have thought up.

The World



Ier (The Continent of Man)

Iedura is a fairly large continent divided into five important sections. The Kellerman Empire, which occupies the east/northeast of the continent, the Zaqzi (also written as Zaqzhi, the spellings are interchangeable) Empire, occupying the southwest and a bit of the center of the continent, the Industrial Empire, occupying the central north and northwest of the continent, the Wild Kingdoms which occupy the south/southeast of the continent.

The three Empires originally sprung up from a single great empire which eventually splintered into three completely different empires due to cultural and ideological differences, amongst other things. They now have completely different cultures it is now impossible to see that they were once one single culture.

Industrial Empire

This empire is mostly made up of Warforged and Gnomes (the latter of which make up the majority of the population), although the mountain ranges in the east of the continent are home to a good deal of Dwarves. People live clustered in sprawling, packed cities and advanced technology such as Constructs, Airships, Elevators, etc. improve the quality of living, still those of low class lead short, laborious lives.

The Empire is ruled over by the Emperor, one of the most powerful psychics to ever live who is said to match the greatest of the Illithids in terms of power.

Magic is rare in the industrial empire, a war with the Illithids, in which the Emperor used powerful Mind Flayer technology against it's makers, tapping into a wellspring of psychic powers (I use the Green Ronin psychic rules, not the WotC ones) and forcing them to retreat to another continent. This event caused people born in the area to be born psychics with regularity, more so than anywhere else in Caedura. However, other forms of magic are rare, Arcane magic is still common but far less so than psychic ability and divine magic is nearly nonexistant.

The advanced technology, which is adapted from Illithid technology that was left after the war, is exported all over Caedura. The Industrial Empire is the greatest producer of powerful magical and psychic items and creations. The presence of Airships and Warforged are a notable example of this.

The dwarves live a traditional dwarven lifestyle, taking advantage of the technology at hand, but continuing to worship Moradin (religion is relatively nonexistant in this Empire) and live the way they always have.

Races such as Changelings, Shifters, Minotaurs, Doppelgangers, etc. - anyone perceived as weird or abnormal - find themselves at home in the Industrial Empire. There, people are rarely judged or persecuted.

Kellerman Empire

A more traditional fantasy empire, the Kellerman Empire is mostly composed of humans. An Empire in name only, the Kellerman Empire is actually a monarchy. The King recently died and his young and inexperienced son was left in charge of the Empire. Which is bad, because the Empire is at the brink of war with the Zaqzhi Empire, and the Kellerman Empire has noticeably less forces at its disposal and less supernatural allies.

Composed mostly of villages and small cities, the population of the EMpire is well disperesed all over the Emire's territory. Many religions exist all over Caedura, it is a very polytheistic region.

A unified group of ''horde'' races, mostly orcs, under the command of a military genius have been laying waste to many human settlements, they rarely if ever leave survivors, and their attacks are expertly coordinated. They have spies in many human settlements and they are one of the most terrifying forces in the Empire.

Secret Orders. A variety of secret orders and organizations exist in Caedura. Most notably, The Order of Balance, a secret order that attempts to keep a balance in the Multiverse bewteen the forces of good and evil, and The Keepers, a division of the Order of Balance that protect an Oracle who's soul contains the essence of Éru Illuvatar, the twisted and corruptor creator god (and only definite god in the Campaign Setting, more on that later), who was imprisoned by his creations when he tried to destroy them.

Another Secret Order is the Midnight Huntsmen, a group of misguided paladins (in this Campaign Setting, you need only believe that you are doing good/sacrifice for what you believe is right in order to retain your powers), rangers and others who hunt those they see as evil. Unfortunately, their judgment is often clouded and their interpretation of evil means that they often murder innocent, but peculiar people without justification. They function as a sort of Inquisition, sometimes carrying out executions publically, pinning crimes real or imagined to their targets, other times assasinating their victims under the cover of night.

The Zaqzhi Empire

An oriental-style Empire containing many monks, samurai and mages, the Zaqzhi Empire is ruled over by its God-Emperor, the Blood Emperor who inhabits a horrid palace where innumerable atrocities are commited daily. He is in leage with some sort of evil creatures, Demons, Devils or perhaps something else entirely, and has great supernatural powers at his disposal. It is said that he could fight wars on his own, if only he bothered to leave his throneroom.

Most of the people of the Empire are Neutral or even Good, most have a lawful bent. However, due to the propaganda and lies they are fed, they truly believe their Emperor is right. Nonhumans are often shunned by government officials in the EMpire, but the people don't generally discriminate against them.

Incarnum wellsprings, fonts of magic that draw from the very souls of creatures living, dead, and who have yet to be, lie sprawled across the Zaqzi Empire. A notable one lies beside a Half-Minotaur village that lives secluded from the rest of the Empire. Many meldshapers (Incarnum-wielders) spring forth from that area, unfortunately, their vein of Incarnum has been tainted by Necrocarnum (The energy of souls that were never meant to be) and as a result, not only do freakish abominations stalk the land, but people are often born soulless, empty shells that breath and require food but do not think or act. A rare few Soulless are indistinguishable from regular folk, until they die. They do not possess Souls, so they are forever lost when they die. They do not go to any sort of afterlife and cannot be raised from the dead.

Warpaint Gnomes, savage gnomes that live in tribes and are known for their barbary and prowess with Posions and Illusions live in the South of the Empire, their faces are covered in white, black and/or red warpaint and they attack enemies (which to them means almost everyone) on sight. They often train magical beasts or simple animals to fight with them, or build cunning traps. They also posess a few innate magical abilities.

The Zaqzhi Empire is preparing to go to war with the Kellerman Empire, for reasons known only to the Blood Emperor. Whispers say that a dark power behind the throne has decreed this, and this is but the begnning of a war between entities far greater than mortals.

The Wild Kingdoms

The wild kingdoms are a massive forest land inhabited by various creatures with no unified government who sometiems band together, sometimes war with each other, it depends. The Pantera (Homebrew Panther-people), Grippli (Frog-folk), Centaurs, Satyrs, Wood Elves, Silithar (Humanoid hive-minds dedicated to acquiring knowledge that are made up of tiny worms each containing a sliver of knowledge, see Lords of Madness), Killoren (Fey defenders of Nature, see Races of the Wild) and many others inhabit the wild kingdoms.






That's it for now. Soon I'll post soemthing about the gods (lack thereof) and what I've used to replace them.

Lord Loss
2012-04-15, 07:04 AM
UPDATE:

The Gods

There are no true gods in Caedura, merely a cacophony of extremely powerful outsiders who declare themselves Gods. They posess no divine rank of regular gods and worshippers don't give them more or less personal power (with the exception that some have found means of bringing these creatures to their relam in the afterlife to become their eternal servants).

Gods are occasionally killed by other gods, or beings of equivalent power, when this happens, either the god's slayer takes on his domains and sometimes even portfolio, or another, being is promoted to this semi-divine status, or the god and his domains simply cease to exist.

Divine magic is caused by belief and not the god himself, therefore people can continue to worship long-dead gods or gods that never existed at all and still receive spells. Rarely, beings that received an exorbitant amount of worship spontaneously turned into gods.

Some of the more well-known and widely worship gods are the Demon Princes and Archdevils. In general though, specific regions will have a variety of unique and individual gods, it's not unheard of of a god being worshipped in but a single city or region. Some gods, however, are worshipped all over the world.

Éru Illuvatar

The twisted and corrupted creator god, and only true god in the entire setting, Éru created the first twelve Godlings, who quickly set out to create the rest of the world. Soon, he was forgotten, as he had had little say in the creation of this world, save spawning it's architects. He suggested destroying the world and starting anew, creating something that was more in sync with his original vision of the multiverse. When the Godlings refused, their father attempted to destroy them too. It would have taken but a moment to ahnillate them all, but the Time Godling Chron was swifter than Illuvatar. Realizing what was about to happen, he stopped time for Éru and the world. Only he and the other eleven Godlings could act. For millenia, the gods fought their father, attacking him with all their might and trying to destroy him. When they realized that it was in vain, and that time would soon ''turn back on'', they bound Éru's soul to the body of a girl, who passed on this dark heritage to her firstborn daughter. Over time, an Order arose to protect her.

Icedaemon
2012-04-15, 10:57 AM
How large a continent are we talking about here? Asia-sized continents are immense - three empires controlling the bulk of one, with one of those a purely medieval nation is a bit unlikely. I suggest considering if you really need a large continent for your purposes. Aside from larger travel distances, what do you expect to get out of having a large continent? Size for its own sake is nigh-worthless.

If you are planning on different climates being important, size might be useful, but at this point it seems that the nations are all temperate to subtropical at the most and thus do not receive any tangible benefit from large size. Geography and climate will affect the culture of any given region, so those need to be considered reasonably early-on.

What was the old empire like? While decreeing that there was once a large empire across most of the known world is a handy way of including a 'common' language with any sense of reason behind it, it will inevitably influence the cultures of its descendants, even if crumbled a long time ago (in which case the regional variations of the old imperial language will be very distinct from one another anyway - see the 'Romance' languages of Southeast Europe).

I would also advise breaking at least one of the empires up into a federation/alliance and give thought to the remaining empires' specific regions. Perhaps the Kellerman Empire is considered an empire because it contains within it several former kingdoms/duchies which still have records of their prior liberties. The other two would also have nuance. No empire is uniform in its culture. Even very young colonial nations where the natives are marginalized have some variety to their regions.

I personally prefer to have fewer species/races and focus more on specific ethnic groups within those. You have gnomes, humans, standard issue cookie-cutter dwarves, minotaurfolk ect (virtually no elves though, which is nice). While players want variety, too many standard things on a world rob it of having a personal flavour and make the setting less memorable. Having more playable species is, fluff-wise, inferior to having good variety within all or most playable species.

The industrial empire could do with a name. Also if it is so overpopulated, what do the people there eat? Since Warforged probably do not eat, what do they need to consume for energy? How common are the warforged versus the residents and who/when made them?

Right now, you are going for what feels too much like a fantasy counterpart culture-based setting. Kellerman is very Medieval Europe-like, while the Industrial Empire seems too similar to Eberron. Don't be afraid to mix things up.

Lord Tyger
2012-04-15, 12:01 PM
How large a continent are we talking about here? Asia-sized continents are immense - three empires controlling the bulk of one, with one of those a purely medieval nation is a bit unlikely.

Not necessarily. At it's height the Mongol Empire controlled about a 16% of the world's land area, or about half the land area of Asia. Granted, that was loosely controlled, but it does depend on how tight you want the empire's control to be. Demanding tribute and hostages is a lot easier to manage on a day to day basis than full military occupation with an eye to assimilation.

Icedaemon
2012-04-15, 05:31 PM
Which is one of the reasons I used 'unlikely' instead of 'impossible'.

Regardless, strong centralized control without easy magical/psionic communications - probable in two of those nations, granted, is very improbable.

Omeganaut
2012-04-15, 10:24 PM
While I appreciate your culture representations of major ideologies, I still think you are sticking too close to the tropes and not being original enough so far. You need to find ways to make your culture unique and not just "The asian empire", "The feudal empire" and "The industrial empire". Mix it up more, add aspects of different real-life regions and make up your own.