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Homebrew DND Fantasy World Setting

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0% found this document useful (0 votes)
76 views22 pages

Homebrew DND Fantasy World Setting

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Geography and Landmarks

Mountain Ranges
1. Ashen Peaks:
- Description: The Ashen Peaks are a range of dark, jagged mountains. Once vibrant with
vegetation, they now appear ashen and desolate due to the proximity of an emergence hole.
- Key Features:
- The Black Spire: A towering peak that is always shrouded in dark clouds. It is said to be
haunted by spirits of those who perished during the initial emergence.
- The Ember Lake: A sulfuric lake at the base of the mountains, its water's boiling and
releasing toxic fumes.

2. Ironclaw Mountains:
- Description: Named for their sharp, claw-like peaks, these mountains are rich in minerals
and were once heavily mined.
- Key Features:
- The Forge of Titans: An ancient dwarven forge hidden deep within the mountains, now
abandoned and rumored to house ancient weapons.
- The Labyrinth Caves: A network of caves that were used as both mines and hideouts.
Many explorers have entered seeking riches, but few return.

3. Frostbite Ridge:
- Description: This icy mountain range in the southwest is perpetually covered in snow and
ice. The cold is intense, and the terrain is treacherous.
- Key Features:
- The Icefall Glacier: A massive glacier that slowly moves through the range, its
crevasses hiding ancient secrets.
- The Last Flame Cavern: A hidden cavern said to hold the Last Flame, a mythic fire that
can purify the gas.

Emergence Holes
1. The Maw of Despair (Ironclaw Mountains):
- Description: A massive, gaping hole from which one of the first kaiju emerged. The
surrounding area is scarred with deep ravines and toxic pools.
- Radius of Gas Influence: 10 miles.

2. The Abyss of Echoes (Ashen Peaks):


- Description: This hole releases a gas that causes disturbing echoes and hallucinations in
those who come near.
- Radius of Gas Influence: 15 miles.

3. The Rift of Shadows (Frostbite Ridge):


- Description: A dark, foreboding chasm. The gas here has a chilling effect, freezing those
who inhale it from the inside out.
- Radius of Gas Influence: 8 miles.
4. The Scar of Torment (Central Plains):
- Description: Located in the once-fertile central plains, this emergence hole has turned the
area into a desolate wasteland.
- Radius of Gas Influence: 12 miles.

5. The Howling Pit (Coastal Cliffs):


- Description: A pit near the coast where the winds create eerie howling sounds as they
pass over the hole. The gas affects nearby marine life, mutating sea creatures.
- Radius of Gas Influence: 20 miles.

6. The Chasm of Nightmares (Dense Forest):


- Description: Hidden within a dense forest, the gas from this hole induces vivid and
terrifying nightmares in those who camp nearby.
- Radius of Gas Influence: 10 miles.

Climate Zones
1. Southwest (Frostbite Ridge):
- Climate: Harsh, cold, and snowy. The terrain is mountainous with glaciers and icy winds.
- Key Locations: Last Flame Cavern, Icefall Glacier.

2. Central Plains:
- Climate: Temperate, but now a wasteland due to the Scar of Torment.
- Key Locations: Ruins of once-fertile farmlands, desolate villages.

3. Northeast:
- Climate: Warmer and more temperate. This area remains relatively less affected by the
kaiju emergence.
- Key Locations: Hidden survivor enclaves, scattered remains of industrial towns.

4. Coastal Regions:
- Climate: Mild and windy with frequent storms. The coastline is rugged with cliffs and
rocky beaches.
- Key Locations: The Howling Pit, ruined coastal cities.

5. Dense Forest (East):


- Climate: Humid and lush, but now ominous and dark due to the Chasm of Nightmares.
- Key Locations: Hidden survivor bases, overgrown ruins.

Major Ruined Cities


1. Valoria City:
- Description: Once the center of trade and industry, now a sprawling ruin filled with broken
machinery and rusting vehicles.
- Notable Features: The Grand Bazaar, now a haven for scavengers and dangerous
creatures. The Clocktower, a landmark where survivors sometimes meet.

2. Eldoria's Fall:
- Description: The former capital of magic and elven culture, now overrun with mutated
flora and haunted by spirits.
- Notable Features: The Crystal Spire, a shattered magical tower still pulsing with residual
arcane energy. The Enchanted Gardens, now a deadly maze of poisonous plants.

3. Gorania Stronghold:
- Description: A fortified city built into the side of a mountain, heavily damaged during the
kaiju emergence.
- Notable Features: The Great Hall, a massive chamber that once housed dwarven
councils, now a refuge for desperate survivors. The Mines, filled with untapped resources
but also dangerous creatures.

4. Drakkar Keep:
- Description: Known for its fierce warriors, the city is now a battleground for various
factions fighting for control.
- Notable Features: The Iron Gate, a massive gatehouse now in ruins. The Arena, where
warriors once trained and now a site of brutal contests for resources.

Hidden Survivor Base


1. The Refuge:
- Location: Deep within the Ashen Peaks, accessible only through a narrow, well-hidden
pass.
- Description: A small, well-fortified community that remains hidden from the larger
factions. It is self-sustaining with underground farms and a secret water source.
- Key Features: The Council Hall, where decisions are made by the leaders. The Vault, a
secured location holding vital resources and knowledge.

History and Major Events


The Age of Prosperity
- Era Name: The Age of Prosperity
- Timeline: Approximately 500 years before the Year of Awakening (YA -500 to YA 0)
- Description: This was a time of great advancement and relative peace. The various races
coexisted, and there was a flourishing of culture, magic, and technology.
- Key Developments:
- Industrial Revolution: The world entered an early industrial revolution, with advancements
in machinery, engineering, and the development of firearms (pistols and rifles).
- Magical Innovation: Arcane academies and magical guilds thrived, leading to new spells
and enchantments that were integrated into everyday life.
- Trade and Travel: Trade routes spanned continents, and airships became a common sight
in the skies, promoting cultural exchange and economic growth.

The Emergence
- Era Name: The Year of Awakening
- Timeline: Year 0 (YA 0)
- Description: The cataclysmic event known as the Emergence marked the abrupt end of the
Age of Prosperity. Kaiju emerged from deep within the earth, unleashing chaos and
destruction.
- Key Events:
- Emergence of Kaiju: Six massive kaiju emerged from the depths of the earth through the
emergence holes, laying waste to cities and decimating populations.
- Release of the Gas: A toxic gas accompanied the kaiju, spreading from the emergence
holes and transforming living beings into monstrous creatures.
- Collapse of Civilization: Governments fell, cities were destroyed, and the world's
population was reduced to a fraction of its former size.

The Age of Desolation


- Era Name: The Age of Desolation
- Timeline: Year 1 to Year 50 (YA 1 - YA 50)
- Description: The world struggled to survive in the aftermath of the Emergence. This period
is characterized by widespread desolation, the rise of factions, and constant conflict.
- Key Events:
- Survival and Adaptation: The remnants of humanity and other races adapted to the harsh
new world, forming factions and survivor bases.
- Rise of Factions: The Iron Fist, the Eternal Flame Cult, the Balance Seekers, and the
Wanderers emerged as the primary factions, each with their own beliefs and goals.
- War and Strife: Continuous conflict between factions over resources and territory became
the norm, with occasional fragile alliances forming and breaking.

Myths and Legends


1. The Legend of the Last Flame:
- Origin: Frostbite Ridge, particularly among the Balance Seekers.
- Story: The Last Flame is said to be an ancient, magical fire hidden deep within the
Frostbite Ridge. Legends tell that this flame has the power to purify the toxic gas and heal
the land. Many have ventured into the treacherous mountains to find it, driven by hope and
desperation, but none have returned. It is believed that only the pure of heart can reach and
harness its power.
- Significance: This myth drives many quests and expeditions, serving as a beacon of hope
for those seeking to restore the world.

2. The Tale of the First Hero:


- Origin: Widespread, but particularly strong among the Balance Seekers and some
Wanderers.
- Story: The First Hero is a legendary figure from an ancient era, said to have defeated a
kaiju and sealed its emergence hole using a powerful artifact. The hero's true name is lost to
time, but it is believed that their bloodline continues to this day. Prophecies claim that the
descendants of the First Hero hold the key to vanquishing the kaiju and closing the
remaining emergence holes.
- Significance: This tale fuels the belief in a destined savior and motivates many to search
for the descendants of the First Hero, hoping to end the kaiju threat once and for all.

Key Historical Locations


1. The Grand Bazaar of Valoria:
- Description: Once the bustling heart of Valoria City, filled with merchants and exotic
goods from across the world. Now, it is a dangerous ruin, home to scavengers and lurking
monsters.
- Historical Significance: Symbolizes the height of the Age of Prosperity and the drastic fall
into the Age of Desolation.

2. The Crystal Spire of Eldoria:


- Description: A towering, crystalline structure that was the center of magical learning and
research. Now, it is shattered and still crackles with residual magical energy.
- Historical Significance: Represents the peak of magical innovation and the devastating
impact of the Emergence.

3. The Great Hall of Gorania:


- Description: An immense hall carved into the mountain, once used for dwarven councils
and celebrations. Now, it serves as a refuge for survivors.
- Historical Significance: A symbol of dwarven resilience and craftsmanship, and a
reminder of the unity that once was.

The Seven Main Countries (Pre-Emergence)


1. Drakkar:
- Defining Features: Known for its fierce warriors and rugged terrain, Drakkar was a land of
strong traditions and martial prowess. Its people were well-prepared for battle, making them
formidable even after the Emergence.

2. Eldoria:
- Defining Features: A land of magic and ancient elven ruins, Eldoria was renowned for its
arcane academies and beautiful, enchanted landscapes. Its fall was particularly tragic due to
the loss of vast magical knowledge.

3. Gorania:
- Defining Features: Rich in minerals and home to many dwarves, Gorania was a center of
mining and metalwork. Its mountain strongholds were some of the last bastions of defense
during the Emergence.

4. Sylvanus:
- Defining Features: A vast forested land, home to gnomes and forest creatures. Sylvanus
was known for its deep connection to nature and druidic traditions, which helped some of its
inhabitants survive the initial chaos.

5. Terrador:
- Defining Features: Known for its fertile lands and halfling communities, Terrador was a
peaceful, agricultural hub. The fertile lands quickly became overrun with monstrous flora and
fauna.

6. Valoria:
- Defining Features: Once a center of trade and industry, Valoria's fall was marked by the
collapse of its advanced infrastructure and bustling marketplaces. Its strategic location made
it a key target during the Emergence.
7. Zephyra:
- Defining Features: A coastal region known for its naval prowess, Zephyra had a strong
maritime culture. Its fleets were decimated, and the coastal cities fell to the onslaught of sea
monsters mutated by the gas from the Howling Pit.

Cultural Memory and Legacy


The memories of the Age of Prosperity and the catastrophic events of the Emergence shape
the survivors' worldview. Ruined cities, ancient artifacts, and forgotten knowledge lie
scattered across the land, waiting to be rediscovered by brave adventurers. The legends of
the Last Flame and the First Hero provide glimmers of hope in an otherwise bleak world,
inspiring quests and fueling the determination to reclaim what was lost.

Major Factions
1. The Iron Fist
- Description: A ruthless organization controlling the majority of resources and using fear and
strength to maintain power.
- Society and Culture:
- Hierarchy: Highly stratified with a clear chain of command. Leaders are typically the
strongest and most ruthless individuals.
- Lifestyle: Iron Fist members live in fortified settlements, often taking what they need by
force from others. They prioritize survival and strength.
- Beliefs: They believe that only the strong should survive in this harsh new world. Might
makes right, and weakness is not tolerated.
- Key Locations:
- Ironhold: Their main base, a heavily fortified, sprawling complex in a ruined city.
- Raider Camps: Smaller outposts and camps used for launching raids and controlling
territories.

2. The Eternal Flame Cult


- Description: A fanatical cult worshiping the kaiju, viewing them as divine agents sent to
cleanse and purify the world.
- Society and Culture:
- Hierarchy: Led by high priests and priestesses who claim to communicate with the kaiju.
There is a strict religious hierarchy.
- Lifestyle: Cult members live in communal settlements centered around worship and ritual.
They often engage in self-sacrifice and other extreme practices to prove their devotion.
- Beliefs: They believe that the kaiju are gods and that the gas is a divine tool for
transformation and purification. They seek to spread the gas and facilitate the kaiju's "holy
mission."
- Key Locations:
- Sanctuary of the Eternal Flame: A temple-fortress that serves as their main base, heavily
guarded and shrouded in mystery.
- Shrines and Ritual Sites: Scattered across the land, these sites are used for worship and
sacrifices.
3. The Balance Seekers
- Description: A group dedicated to restoring balance to the world, focusing on healing,
knowledge, and rebuilding.
- Society and Culture:
- Hierarchy: Relatively egalitarian, with decisions made by councils of elders and
knowledgeable leaders.
- Lifestyle: Balance Seekers live in hidden, self-sustaining communities, often in harmony
with nature. They focus on farming, medicine, and education.
- Beliefs: They believe that the world can be healed through knowledge, unity, and careful
stewardship of resources. They oppose the Iron Fist and Eternal Flame Cult.
- Key Locations:
- The Haven: Their main base, a secluded settlement in a dense forest, designed to be
self-sufficient and defensible.
- Knowledge Archives: Hidden libraries and repositories where they preserve ancient texts
and knowledge.

4. The Wanderers
- Description: Nomadic survivors who prioritize survival at any cost, often forming temporary
groups and alliances.
- Society and Culture:
- Hierarchy: Loose and informal, with leaders emerging based on skill and experience.
Leadership is often situational and temporary.
- Lifestyle: Wanderers are constantly on the move, scavenging and foraging for survival.
They live off the land and rely on their wits and resourcefulness.
- Beliefs: They believe in individual freedom and self-reliance. Many are distrustful of the
larger factions and prefer to stay independent.
- Key Locations:
- Nomad's Rest: A semi-permanent gathering spot where Wanderers come to trade, rest,
and share information.
- Temporary Camps: Scattered across the land, these camps are set up as needed and
abandoned when resources are depleted or danger approaches.

Key Cultures and Civilizations


1. The Remnants of Drakkar
- Description: Drakkar's survivors are known for their martial prowess and strong sense of
honor.
- Culture:
- Values: Strength, honor, and resilience. They maintain their warrior traditions and often
serve as mercenaries or protectors.
- Lifestyle: Many live in small, fortified enclaves, training constantly and maintaining a
warrior's code.
- Notable Practices: Ritual combat, oath-taking ceremonies, and training regimens. They
often tattoo their bodies with symbols of their battles and achievements.

2. The Elven Diaspora of Eldoria


- Description: The scattered remnants of the elven population from Eldoria, focusing on
preserving their magical heritage and restoring their lost culture.
- Culture:
- Values: Wisdom, preservation of knowledge, and the protection of nature. They are
deeply connected to the arcane and the natural world.
- Lifestyle: Living in hidden groves and enchanted refuges, they work to protect what
remains of their heritage and magical artifacts.
- Notable Practices: Rituals to maintain and protect magical sites, teaching arcane arts to
the next generation, and efforts to reclaim lost elven ruins.

3. The Dwarven Clans of Gorania


- Description: Dwarves from Gorania who have survived in their mountain strongholds,
focusing on rebuilding and fortifying their homes.
- Culture:
- Values: Craftsmanship, resilience, and community. They take pride in their ability to
endure and create.
- Lifestyle: Living in fortified mountain halls and underground cities, they continue to mine
and forge, using their skills to support their communities.
- Notable Practices: Annual crafting festivals, communal defense drills, and the passing
down of ancient forging techniques and secrets.

Unique Societal Features


Social Structures
- The Iron Fist: The society is divided into warriors, resource gatherers, and leaders. Leaders
rule with an iron fist, maintaining control through fear and force.
- The Eternal Flame Cult: A theocratic structure with priests and priestesses at the top,
followed by devoted followers. The cult's society is highly ritualistic and centered around their
religious beliefs.
- The Balance Seekers: Governed by councils of elders and experts in various fields. They
strive for consensus and collective decision-making.
- The Wanderers: Flexible and fluid social structures, with temporary leaders emerging
based on skill and necessity. They value independence and adaptability.

Economy and Trade


- Barter System: Due to the collapse of traditional economies, a barter system is prevalent.
Resources, knowledge, and skills are traded for survival.
- Trade Hubs: Nomad's Rest and similar locations serve as temporary trade hubs where
different groups can exchange goods and information.
- Resource Scarcity: Control over resources like food, clean water, and weapons is a major
driver of conflict and trade.

Religion and Beliefs


- Kaiju Worship: The Eternal Flame Cult's reverence for the kaiju shapes their society and
practices, with rituals and sacrifices aimed at appeasing these beings.
- Ancestral Honor: The Remnants of Drakkar hold strong beliefs in honoring their ancestors
through deeds and rituals, maintaining a connection to their heritage.
- Nature and Balance: The Balance Seekers focus on restoring and maintaining balance with
nature, incorporating elements of druidic traditions and natural magic into their practices.
Challenges and Dynamics
Internal Struggles
- Iron Fist: Power struggles within the leadership, with constant challenges to authority and
brutal enforcement of rules.
- Eternal Flame Cult: Factions within the cult may have differing interpretations of their
"divine mission," leading to internal conflict.
- Balance Seekers: Balancing the need for secrecy and protection with the desire to help and
heal the world. Internal debates on whether to engage more openly with other factions.
- Wanderers: Maintaining cohesion and trust within constantly changing groups. The struggle
to find safe havens and resources in a hostile world.

External Conflicts
- Factions at War: Constant skirmishes and battles for territory, resources, and ideological
dominance.
- Survival Against Monsters: All factions and groups face the constant threat of kaiju,
mutated beasts, and other monstrous creatures transformed by the gas.
- Rebuilding Efforts: Efforts by the Balance Seekers and other groups to rebuild and reclaim
lost knowledge are often disrupted by the chaos and conflict.

Magic
General Overview
- Nature of Magic: Magic in this world follows the principles of D&D 5e, including schools of
magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and
transmutation) and class-based spellcasting (wizards, sorcerers, clerics, etc.).
- Availability: Magic is rare and highly valued. With the destruction of many arcane
institutions and the loss of knowledge, those who can wield magic are precious assets to any
faction.

Magical Practices
1. Traditional Spellcasting:
- Wizards: Arcane scholars who rely on spell books and rigorous study. Many ancient
tomes and scrolls have been lost, making each surviving piece of knowledge extremely
valuable.
- Sorcerers: Individuals with innate magical abilities, often drawing power from their
bloodline or a significant event that awakened their powers.
- Clerics and Paladins: Divine spellcasters who draw their power from deities. In the wake
of the apocalypse, their role has become even more crucial in providing hope and healing.

2. Druids and Rangers:


- Connection to Nature: Druids and rangers draw their power from the natural world. The
Balance Seekers have a significant number of these spellcasters, using their abilities to heal
the land and protect their communities.
- Druidic Circles: Small enclaves of druids working together to preserve and restore nature,
often found in hidden groves and sacred sites.
3. Warlocks:
- Pacts with Powerful Beings: Warlocks form pacts with powerful entities (such as ancient
beings, fey, or fiends) to gain their magical abilities. In this world, some warlocks may have
pacts with entities connected to the kaiju.
- Forbidden Knowledge: Warlocks often possess esoteric and dangerous knowledge,
making them both feared and respected.

4. Bards:
- Preservers of Lore: Bards play a crucial role in preserving knowledge and history through
their songs and stories. They also possess magical abilities to inspire and heal.
- Traveling Minstrels: Many bards are wanderers, spreading news and knowledge between
isolated communities.

Magical Artifacts and Relics


1. The Crystal Spire Shards:
- Description: Fragments from the shattered Crystal Spire of Eldoria. These shards contain
powerful arcane energy and are sought after by spellcasters.
- Abilities: Can be used to enhance spellcasting, store spells, or as components in
powerful rituals.

2. The Last Flame:


- Description: A legendary, magical fire hidden within Frostbite Ridge. Believed to have the
power to purify the toxic gas and heal the land.
- Abilities: Unknown, as it remains the subject of quests and legends. Its discovery could
be a pivotal moment in the campaign.

3. The Hero's Relics:


- Description: Artifacts said to have belonged to the First Hero who defeated a kaiju. These
items are imbued with powerful enchantments.
- Abilities: Varied, including weapons that can harm kaiju, protective gear, and items that
can close emergence holes.

Technology
General Overview
- Level of Technology: The world was in the early stages of the Industrial Revolution when
the Emergence happened. Technology includes steam power, early firearms, and basic
machinery.
- State of Technology: Much of the advanced technology has been lost or destroyed. What
remains is often in disrepair, and skilled engineers and craftsmen are in high demand.

Key Technological Developments


1. Firearms:
- Types: Pistols and rifles, using black powder. Ammunition is scarce, and manufacturing
new firearms is a complex task.
- Usage: Primarily used by the Iron Fist and other militaristic groups. Firearms are valuable
and often scavenged from ruins or crafted by skilled gunsmiths.
2. Steam Engines:
- Applications: Used in transportation (steam-powered carriages), industry (machinery in
mines and forges), and even in some remnants of airships.
- Current State: Many steam engines have fallen into disrepair, but those that function are
crucial for the factions controlling them.

3. Industrial Machinery:
- Types: Basic machinery for mining, metalworking, and manufacturing. Includes forges,
presses, and looms.
- Current State: Often found in ruins, these machines are prized by the Iron Fist and
Balance Seekers for their potential to rebuild and produce goods.

4. Communication Devices:
- Telegraphs: Early telegraph systems exist but are largely non-functional due to the
destruction of infrastructure. Efforts to restore these systems are ongoing in some factions.
- Couriers: With technology in disrepair, many factions rely on skilled couriers for
communication.

Inventions and Innovations


1. The Forge of Titans (Ironclaw Mountains):
- Description: An ancient dwarven forge with advanced machinery. It has the potential to
produce powerful weapons and armor.
- Significance: Controlling the Forge of Titans is a major strategic goal for factions looking
to bolster their military strength.

2. The Clockwork Automata:


- Description: Mechanical beings created by gnomish engineers during the Age of
Prosperity. Many are now dormant, but some can be reactivated or repaired.
- Abilities: Can perform various tasks, from labor to combat. Reactivating them requires
rare knowledge and resources.

3. The Arcane Conduits:


- Description: Devices that can channel and amplify magical energy, created through the
collaboration of wizards and engineers.
- Significance: These conduits can power magical defenses, enhance spells, and even be
used in rituals to close emergence holes.

Integration of Magic and Technology


1. Magitech:
- Description: The fusion of magic and technology, creating devices that harness both
arcane energy and mechanical ingenuity.
- Examples:
- Arcane Firearms: Guns that use magical crystals as ammunition, capable of shooting
elemental projectiles.
- Steam-Powered Golems: Mechanical constructs powered by steam engines and
animated by enchantments.
- Enchanted Machinery: Industrial machines enhanced with spells to increase efficiency
and output.
2. Resource Scarcity:
- Challenges: Both magical and technological resources are scarce. Finding, repairing, and
maintaining magitech devices is a major quest in itself.
- Skilled Individuals: Engineers, artificers, and enchanters are incredibly valuable. Their
knowledge is often the difference between survival and ruin.

Cultural Impact
1. The Iron Fist: Uses technology and magitech to maintain dominance. Their engineers and
artificers are tasked with maintaining and creating weapons of war.
2. The Eternal Flame Cult: Rejects most technology, viewing it as antithetical to their divine
mission. They rely more on raw magic and divine rituals.
3. The Balance Seekers: Strive to integrate both magic and technology to rebuild and heal
the world. They value innovation that aligns with their principles of balance and harmony.
4. The Wanderers: Use whatever they can find. They often have a mix of scavenged
technology and learned or innate magical abilities, making them versatile but less
specialized.

Key Locations and Politics


Major Ruined Cities
1. Valeria (Former Capital of Thalasia)
- Description: Once a thriving metropolis and the heart of Thalasia, now a labyrinth of
crumbling buildings and streets filled with the remnants of civilization.
- Key Features:
- The Grand Library: A vast repository of knowledge, now partially collapsed. Contains
valuable books and scrolls, including lost magical tomes.
- The Palace of Kings: The former seat of Thalasian royalty, now a fortified stronghold for
the Iron Fist.
- Emergence Hole: One of the six kaiju emergence holes is located here, making it a
highly dangerous area.
- Political Influence: Currently contested by the Iron Fist and the Eternal Flame Cult, both
seeking control over its strategic and symbolic importance.

2. Eldoria (Ruined Elven Capital)


- Description: The ancient elven city, known for its breathtaking architecture and magical
advancements, now lies in ruins with many of its secrets buried.
- Key Features:
- The Crystal Spire: A shattered magical tower that once was the pinnacle of elven
arcane research. Its fragments still hold significant magical power.
- Enchanted Forest: Surrounding the city, this forest is teeming with both natural and
magical dangers.
- Hidden Groves: Sanctuaries where surviving elves conduct their rituals and preserve
their heritage.
- Political Influence: The Balance Seekers and remnants of the elven diaspora aim to
protect and reclaim Eldoria, while the Eternal Flame Cult seeks its magical relics.
3. Kazad Gor (Dwarven Stronghold)
- Description: A massive underground city that served as the heart of dwarven industry and
mining. Many of its tunnels have collapsed, and its forges have gone cold.
- Key Features:
- Forge of Titans: An advanced forge with the capability to produce powerful artifacts.
- Deep Mines: Rich with ores and precious gems, now infested with monstrous creatures.
- Stronghold Chambers: Secure areas where surviving dwarves continue their work.
- Political Influence: Controlled by the dwarven clans allied with the Balance Seekers, but
constantly threatened by raids from the Iron Fist.

Survivor Bases
1. Ironhold (Iron Fist)
- Location: In the ruins of Valeria.
- Description: A heavily fortified base, acting as the main headquarters for the Iron Fist. It is
built around a central keep with layers of defenses.
- Key Features:
- Armory: Stores weapons and ammunition, crucial for maintaining their dominance.
- Resource Depot: Where they hoard and distribute stolen resources.
- Command Center: The strategic heart where leaders plan their operations.

2. Sanctuary of the Eternal Flame (Eternal Flame Cult)


- Location: Near the emergence hole in the former city of Drakkar.
- Description: A temple-fortress shrouded in ritualistic mystery. The air is thick with the gas
from the emergence hole.
- Key Features:
- Central Altar: Where they conduct rituals and sacrifices to the kaiju.
- Barracks: Housing for the cult’s zealous warriors.
- Sacred Gardens: Places of meditation and transformation for cult members.

3. The Haven (Balance Seekers)


- Location: Deep within the Enchanted Forest near Eldoria.
- Description: A secluded, self-sustaining settlement designed to be hidden and defensible.
- Key Features:
- Healing Grounds: Areas dedicated to natural and magical healing practices.
- Council Chambers: Where leaders and elders meet to make decisions.
- Agricultural Terraces: Self-sustaining farms providing food for the community.

4. Nomad’s Rest (Wanderers)


- Location: A semi-permanent camp in a relatively safe and hidden valley.
- Description: A transient gathering spot where wanderers come to trade, rest, and share
information.
- Key Features:
- Marketplace: A bustling area where goods and services are exchanged.
- Communal Tents: Large tents where wanderers can rest and socialize.
- Scouting Post: A lookout point to watch for danger.
Hidden Survivor Base
1. The Last Refuge
- Location: Deep within a remote and largely unexplored cave system in the Ironclaw
Mountains.
- Description: A secret base known only to a select few, providing a haven for those who
find it.
- Key Features:
- Hidden Entrances: Multiple concealed entry points that are difficult to find and navigate.
- Resource Stash: Hidden supplies of food, water, and equipment.
- Safe Chambers: Secure living quarters shielded from the outside world.

Former Countries and Their Remnants


1. Thalasia
- Description: A powerful kingdom known for its strong central government and military
prowess.
- Remnants: Now largely controlled by the Iron Fist, with survivors scattered in small
enclaves. Former Thalasian soldiers often become mercenaries.

2. Eldoria
- Description: An ancient elven nation renowned for its magical advancements and
ethereal beauty.
- Remnants: Scattered elven communities and hidden groves, with the Balance Seekers
working to protect and restore what remains.

3. Gorania
- Description: A dwarven kingdom with vast underground cities and advanced engineering.
- Remnants: Dwarven enclaves focused on mining and forging, aligned with the Balance
Seekers to rebuild their society.

4. Drakkar
- Description: A militaristic nation with a strong warrior culture and significant influence
over the surrounding regions.
- Remnants: Now a battleground between the Eternal Flame Cult and the Iron Fist, with
many survivors joining the Balance Seekers or becoming wanderers.

5. Astoria
- Description: A coastal kingdom known for its trade and naval power.
- Remnants: Coastal cities and ports are now pirate havens or contested territories. Some
remnants attempt to maintain trade routes.

6. Valoria
- Description: A nation with a rich history of art, culture, and arcane research.
- Remnants: Ruined cities with surviving artists and scholars hiding in enclaves or joining
the Balance Seekers.

7. Norgard
- Description: A northern kingdom known for its harsh climate and resilient people.
- Remnants: Surviving Norgardians live in small, isolated communities, often allying with
the Iron Fist for protection.

Political Dynamics
Faction Relationships
1. Iron Fist vs. Eternal Flame Cult
- Conflict: These factions are in direct opposition, with the Iron Fist viewing the cult as a
dangerous threat and the cult seeing the Iron Fist as heretics.
- Skirmishes: Frequent battles occur over territory, resources, and strategic locations.

2. Balance Seekers vs. Iron Fist and Eternal Flame Cult


- Conflict: The Balance Seekers are opposed to both the Iron Fist’s brutality and the
Eternal Flame Cult’s fanaticism.
- Covert Operations: They engage in sabotage, espionage, and efforts to reclaim lost
knowledge and resources.

3. Wanderers’ Neutral Stance


- Survival Focus: Wanderers generally avoid entanglement in faction conflicts, focusing on
survival and scavenging.
- Mercenaries and Scouts: Some wanderers are hired by other factions for their skills in
scouting and survival.

Internal Politics
1. Iron Fist
- Power Struggles: Leadership challenges are common, with potential leaders constantly
vying for control.
- Resource Management: Internal conflicts often arise over the distribution of resources
and spoils of war.

2. Eternal Flame Cult


- Religious Schisms: Different interpretations of their divine mission can lead to internal
rifts and power struggles among the priesthood.
- Fanatical Loyalty: While highly unified in their devotion, extreme actions by leaders can
lead to splinter groups forming.

3. Balance Seekers
- Ideological Debates: Internal debates on how best to restore balance and interact with
other factions.
- Leadership Rotation: Decisions are made by councils, leading to potential power shifts
based on consensus and new discoveries.

4. Wanderers
- Group Dynamics: Temporary leaders emerge based on skill and situation, leading to a
constantly shifting power structure.
- Trust Issues: Paranoia and trust issues are common, as wanderers often come from
diverse and traumatic backgrounds.
Strategic Goals
1. Iron Fist
- Domination: Seek to control all major resource hubs and strategic locations.
- Recruitment: Forcefully recruit survivors to bolster their ranks.

2. Eternal Flame Cult


- Spread the Gas: Aim to expand the influence of the toxic gas and kaiju worship.
- Divine Retribution: Conduct raids and attacks to destroy non-believers and spread their
faith.

3. Balance
Seekers
- Reclamation: Recover lost knowledge and rebuild shattered communities.
- Defensive Alliances: Form alliances with smaller survivor groups to create a unified front
against the other factions.

4. Wanderers
- Survival: Focus on finding safe havens and resources to ensure their own survival.
- Knowledge Seekers: Some groups aim to uncover the secrets of the kaiju and the
emergence in hopes of finding a solution.

Months of the Year


1. Emeraldis (Spring)
- Named for the lush green landscapes that once flourished during this time.
2. Frostreach (Late Winter/Early Spring)
- Transition month marking the end of winter’s chill and the onset of spring.
3. Flamebright (Spring)
- Named for the renewal and warmth that characterize this season.
4. Stormtide (Early Summer)
- Known for the seasonal storms and heavy rains that replenish the land.
5. Suncrest (Summer)
- The hottest month, with long, sun-filled days.
6. Harvestfall (Late Summer/Early Autumn)
- Harvest season, a time of gathering crops and preparing for winter.
7. Amberleaf (Autumn)
- Named for the changing colors of the leaves, signaling the onset of cooler weather.
8. Frostveil (Late Autumn/Early Winter)
- Transition month marking the first chills of winter.
9. Icetide (Winter)
- The coldest month, often marked by snowfall and freezing temperatures.
10. Darkwind (Deep Winter)
- The darkest and most treacherous month, known for harsh winds and deep cold.

Days of the Week


1. Firesday
- Associated with energy, work, and productivity.
2. Earthsday
- A day for agriculture, craftsmanship, and connection with nature.
3. Windsday
- Named for the winds that often change the weather, symbolizing change and movement.
4. Wavesday
- Associated with trade, travel, and exploration.
5. Stonesday
- A day for rest, reflection, and community activities.
6. Skydays
- Dedicated to spirituality, magic, and learning.
7. Moondays
- A day of rest, introspection, and preparation for the week ahead.

Year of Emergence
- Year 0 A.E. (After Emergence)
- The calendar was reset after the cataclysmic events caused by the kaiju emergence.

Seasonal Festivals and Observances


1. Rebirth Festival (Emeraldis)
- Celebrates the renewal of life and the end of winter. Survivors plant what few crops they
can and hold small, hopeful ceremonies.

2. Stormtide’s Vigil (Stormtide)


- A time of preparation for the summer storms. Communities gather to reinforce structures
and share protective charms.

3. High Sun Festival (Suncrest)


- A day of celebration during the peak of summer. Survivors hold feasts and share stories
of resilience and hope.

4. Harvest Gathering (Harvestfall)


- Marks the end of the harvest. A time for communities to come together, share their
bounty, and prepare for the lean months ahead.

5. Frostveil’s Eve (Frostveil)


- A solemn observance where survivors remember those lost and prepare for the
hardships of winter.

6. Icetide’s Respite (Icetide)


- A mid-winter festival where communities huddle together, sharing warmth and resources,
and reaffirming bonds.

7. Darkwind’s Descent (Darkwind)


- The most somber time of the year, where survivors stay indoors, sharing stories and
conserving energy for the harsh winter days.

Additional Calendar Details


Days in a Month
- Each month consists of 35 days, making a total of 350 days in a year.
Timekeeping
- Hours and Minutes: The day is divided into 24 hours, with each hour consisting of 60
minutes. However, timekeeping devices are rare and often broken.
- Sundials and Water Clocks: Communities often rely on more primitive methods of
timekeeping, such as sundials during the day and water clocks.

Cultural Significance of the Calendar


1. Survivor Groups and Calendar Use
- Iron Fist: Uses the calendar for strategic planning and resource management, with a
focus on military campaigns and raids during favorable seasons.
- Eternal Flame Cult: Aligns their rituals and ceremonies with the calendar, believing that
certain times of the year hold greater significance for their worship.
- Balance Seekers: Utilize the calendar to organize agricultural activities, healing rituals,
and community gatherings, emphasizing the natural cycles of the world.
- Wanderers: Use the calendar pragmatically, marking days for scavenging, trading, and
finding shelter, with a focus on survival rather than strict adherence to dates.

2. Impact of the Emergence on the Calendar


- The Emergence reset the calendar, marking a new era of struggle and adaptation. The
festivals and observances now reflect the changed world, focusing on survival,
remembrance, and hope amidst the chaos.

3. Astronomical Observations
- Despite the devastation, survivors still observe celestial events. Eclipses, solstices, and
equinoxes are noted, often tied to magical practices or omens in various cultures.

The Six Main Kaiju


1. Gorogax
- Appearance: Gorogax is a towering, quadrupedal behemoth with a heavily armored, jagged
exoskeleton that resembles a cross between obsidian and bone. Its head is adorned with a
massive, crown-like structure of sharp spines and horns, making it look like a living fortress.
Its eyes are small, glowing slits that pierce through the darkness.
- Abilities: Gorogax has immense physical strength, capable of smashing through mountains
and buildings with ease. Its armored plating is nearly impenetrable, making it highly resistant
to conventional weapons. It can also emit a deafening roar that causes seismic tremors,
destabilizing the ground around it.
- Behavior: Gorogax is a relentless destroyer, moving with a slow but unstoppable force. It
prefers to stay underground, emerging only to wreak havoc on the surface. Its emergence
hole is located in the Ironclaw Mountains, making the surrounding area highly unstable.

2. Zar’Kaal
- Appearance: Zar’Kaal is a serpentine kaiju with an elongated, flexible body covered in
bioluminescent scales that change color depending on its mood. It has multiple sets of
clawed limbs that allow it to move swiftly on land and water. Its head is sleek and predatory,
with multiple eyes and a maw filled with needle-like teeth.
- Abilities: Zar’Kaal is a master of stealth and ambush. It can blend into its surroundings by
changing the color of its scales, making it nearly invisible. It also exudes a paralyzing toxin
from its fangs, capable of immobilizing its prey or enemies. Its bioluminescence can be used
to hypnotize or disorient.
- Behavior: Zar’Kaal is a cunning hunter, preferring to strike from the shadows and retreat
before it can be counterattacked. It is highly intelligent and territorial, often seen patrolling
the coastal ruins of Drakkar. Its emergence hole is located in the submerged caves near the
coastline.

3. Thornix
- Appearance: Thornix is a colossal, insectoid kaiju with a segmented, carapaced body and
multiple sets of spiked limbs. Its head is covered in a chitinous shell with long, antennae-like
protrusions that sense vibrations in the air. Its exoskeleton is covered in sharp, thorn-like
protrusions.
- Abilities: Thornix can release swarms of smaller, parasitic creatures from its body that
overwhelm and devour anything in their path. It can also burrow rapidly, creating tunnels and
collapsing structures from below. Its thorns can be launched as projectiles, piercing through
armor and flesh.
- Behavior: Thornix is a hive-minded creature, always accompanied by its parasitic swarm. It
is highly aggressive and protective of its territory, often seen in the underground ruins of
Kazad Gor. Its emergence hole is deep within the Ironclaw Mountains, making the entire
region a hazardous area.

4. Cyranor
- Appearance: Cyranor is a gigantic, avian kaiju with wings that span hundreds of feet. Its
body is covered in metallic, feather-like scales that shimmer with an otherworldly light. It has
a long, sinuous neck and a beak lined with serrated edges. Its eyes are large and
multifaceted, capable of seeing across multiple spectrums.
- Abilities: Cyranor can manipulate electromagnetic fields, creating powerful storms and
lightning strikes. Its metallic feathers can be launched like shrapnel, cutting through anything
in their path. It can also generate a sonic screech that disrupts communication and causes
disorientation.
- Behavior: Cyranor is a solitary and highly territorial kaiju, often seen soaring above the
ruined city of Eldoria. It prefers high altitudes and is rarely seen on the ground. Its
emergence hole is located atop a high peak in the Spinebreaker Mountains, making it
difficult to reach.

5. Umbrax
- Appearance: Umbrax is a massive, shadowy kaiju with a form that seems to shift and
waver like a living silhouette. Its body is amorphous, with tendrils and appendages that
extend and retract at will. It has no discernible face, only a void-like maw that absorbs light.
- Abilities: Umbrax can manipulate darkness, creating areas of impenetrable shadow that
blind and disorient. It can also phase through solid objects, making it incredibly difficult to
trap or injure. Its touch drains life energy, leaving its victims weakened and vulnerable.
- Behavior: Umbrax is a spectral, almost ghost-like presence, haunting the ruins of Valeria. It
is rarely seen directly, preferring to stalk its prey and strike from the shadows. Its emergence
hole is hidden within the darkest depths of the Valerian catacombs, a place feared by all
survivors.
6. Krakanis
- Appearance: Krakanis is an aquatic kaiju with a massive, armored body resembling a
combination of crustacean and leviathan. Its shell is covered in barnacles and
bioluminescent markings. It has multiple tentacle-like limbs and a massive, serrated maw
filled with rows of teeth.
- Abilities: Krakanis can control water currents, creating whirlpools and tidal waves. Its
tentacles can extend to great lengths, crushing and tearing apart structures and enemies. It
can also release clouds of ink-like substance that obscure vision and corrode metal.
- Behavior: Krakanis is a territorial guardian of the deep, often seen near the submerged
ruins of coastal cities like Astoria. It prefers to stay submerged, emerging only to defend its
territory or hunt for food. Its emergence hole is located in the deepest trenches of the Sea of
Shadows, making it a constant threat to coastal regions.

Integrating Kaiju into the World


- Terror and Influence: Each kaiju’s emergence has reshaped the geography and politics of
the world, making their respective territories nearly uninhabitable and causing constant fear
and unrest among survivors.
- Resource Scarcity: The presence of kaiju and their destructive habits have led to significant
resource scarcity, forcing survivors to venture into dangerous territories to scavenge for
supplies.
- Myth and Legend: Over time, the kaiju have become the stuff of legend, with survivors
creating myths around their origins, behaviors, and weaknesses. These stories can be used
as plot hooks for quests and adventures.
- Faction Goals: Each faction interacts with the kaiju in different ways, whether trying to
control them, worship them, or find ways to defeat them. This creates dynamic and evolving
storylines for the players to engage with.

The Great Sundering War


Overview
The Great Sundering War was a devastating conflict that took place approximately five years
before the kaiju emergence. It was a large-scale war involving all seven main countries of
the world. The war resulted in significant political and territorial shifts, creating lasting
tensions that linger even after the apocalypse. The players may find remnants of this war,
including old battlefields, ruins, and historical artifacts that could become crucial to their
quest.

Key Causes
1. Resource Competition: As the world moved into the early industrial revolution, competition
for resources such as coal, iron, and newly discovered oil intensified. This competition led to
disputes and conflicts over resource-rich territories.
2. Nationalism and Expansionism: Many of the seven countries sought to expand their
borders and influence, driven by nationalist ideologies and a desire for economic dominance.
3. Technological Advancements: The invention of early firearms and mechanized weaponry
gave countries the confidence to assert their power aggressively, believing they could
achieve quick victories.
4. Political Alliances and Betrayals: A web of alliances and secret treaties created a volatile
political landscape. When one conflict erupted, it quickly drew in multiple countries due to
these alliances.

Major Factions
1. Eldoria: Known for its advanced technology and industrial prowess, Eldoria was one of the
primary aggressors, seeking to expand its territory and control resource-rich regions.
2. Valeria: Valeria, with its rich cultural heritage and strategic location, found itself a central
battleground. Its leaders formed an alliance with Kazad Gor to resist Eldoria's advances.
3. Kazad Gor: The mountainous dwarf kingdom of Kazad Gor allied with Valeria, offering its
formidable military strength and strategic mountain fortresses.
4. Drakkar: Drakkar, a maritime nation, sought to control key naval routes and expand its
influence over coastal territories, often clashing with Eldoria and Zar’Khaan.
5. Zar’Khaan: Zar’Khaan, a desert nation with vast mineral wealth, became a target for
multiple factions, leading to its involvement in the war.
6. Ironreach: Known for its rugged terrain and hardy population, Ironreach aimed to remain
neutral initially but was eventually drawn into the conflict due to strategic importance.
7. Astoria: A smaller coastal nation, Astoria leveraged its naval power and strategic alliances
to defend against incursions from larger powers like Drakkar and Eldoria.

Key Battles and Events


1. Battle of Ironclaw Pass: A critical battle where Kazad Gor's forces successfully defended a
strategic mountain pass against Eldoria’s mechanized army. The victory bolstered the
morale of the allied forces and slowed Eldoria’s advance.
2. Siege of Valeria: Eldoria’s forces laid siege to Valeria’s capital for several months. The
city's fall seemed imminent until a daring night raid by Valerian and Kazad Gor troops broke
the siege, marking a turning point in the war.
3. Naval Battle of the Azure Sea: A massive naval confrontation between Drakkar and
Astoria. Drakkar’s superior fleet initially dominated, but Astoria's use of newly invented
torpedo-like weapons turned the tide, securing a crucial victory for Astoria.
4. Desert Campaign in Zar’Khaan: Eldoria’s forces launched a major offensive to seize
Zar’Khaan’s mineral resources. The harsh desert conditions and fierce resistance from
Zar’Khaan’s warriors led to a costly stalemate.
5. Infiltration of Eldoria’s Capital: A covert operation by Valerian spies aimed to assassinate
key Eldorian leaders and disrupt their war efforts. The mission was partially successful,
creating internal chaos and delaying Eldoria’s military plans.

Consequences
1. Political Changes: The war led to the fall of several regimes and the rise of new leaders.
Many countries faced internal strife and power struggles in the aftermath.
2. Technological Advancements: The conflict accelerated technological development,
especially in weaponry and mechanized combat. These advancements would later be crucial
in the fight against the kaiju.
3. Cultural Impact: The war left deep scars on the cultural and social fabric of the nations
involved. Memorials, songs, and stories about the war became part of the collective memory.
4. Economic Devastation: Vast regions were left in ruins, and economies were shattered.
Reconstruction efforts were underway when the kaiju emergence brought a new level of
devastation.
5. Lingering Tensions: The alliances and betrayals of the war created lasting enmities and
distrust among the nations, which influenced the formation of post-apocalyptic factions.

Important Figures
1. King Aric of Eldoria: The ambitious and ruthless ruler of Eldoria, whose aggressive
policies ignited the war. His whereabouts after the apocalypse are unknown, but he remains
a symbol of tyranny.
2. Queen Elara of Valeria: The charismatic leader of Valeria who played a crucial role in
forming alliances and leading her people through the siege. Her wisdom and leadership are
still revered.
3. General Thrain of Kazad Gor: A legendary dwarf general known for his strategic brilliance.
His tactics during the Battle of Ironclaw Pass are studied by survivors looking to defend
against kaiju.
4. Admiral Korrin of Drakkar: The naval commander whose leadership in the Battle of the
Azure Sea became a turning point in the war. His strategies are now applied in defending
coastal areas from kaiju.
5. Emir Zahir of Zar’Khaan: A resilient and resourceful leader who defended his desert
kingdom against overwhelming odds. His tactics in desert warfare are now used in
skirmishes against mutated beasts.

Relics and Artifacts


1. Sword of Thrain: The legendary weapon wielded by General Thrain, rumored to be
imbued with magical properties. It is said to be hidden in a secret vault within Kazad Gor.
2. Elara’s Amulet: A powerful artifact that once belonged to Queen Elara. It is believed to
grant protection and is highly sought after by survivors.
3. Blueprints of Eldoria: Detailed plans for advanced weaponry and machinery developed
during the war. Finding these blueprints could provide a significant advantage against the
kaiju.
4. Drakkar’s Naval Charts: Maps and navigation tools used by Admiral Korrin. These charts
could reveal safe passages and hidden resources along the coast.
5. Scrolls of Zar’Khaan: Ancient scrolls containing the Emir’s strategies and knowledge of
the desert. These scrolls are valuable for surviving in harsh environments and combating
kaiju.

Relevance to the Campaign


- Historical Sites: Players may explore old battlefields, ruins, and monuments from the Great
Sundering War, uncovering valuable artifacts and secrets.
- Legacy of Leaders: The deeds and decisions of wartime leaders influence the current
political landscape and factions. Players might encounter descendants or remnants of these
figures.
- Technological Finds: Discovering pre-apocalypse technology and weaponry from the war
could provide crucial advantages in the fight against the kaiju.
- Cultural Mysteries: Unraveling the stories and myths born from the war can lead to new
quests and insights into the world’s history.
- Faction Relations: Understanding the war's history can help players navigate the complex
relationships between post-apocalyptic factions, forming alliances or exploiting rivalries.

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