Everything is Canon!

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Let us make a campaign setting! But hold up, here's the deal:

1. You can only post two ideas per post. You can add to anything, the geography, the gods, the nations, the monsters, it is a world we all share.
2. The ideas must be well thought out, yet light enough for others to add to it later. So no complete world history, but events, stories and ages are up for grabs.
3. All ideas are final, Everything is Canon once posted.
4. No race can be removed from the setting. For example: You can claim the elves are thought to be dead, but you can't be sure.
5. Don't talk about fight club?
~


The Tieflings are the descendants of a united tribe of barbarians that killed a Demon Prince that tried to lay claim to the material world. Due to their traditions, the barbarians ate pieces of the fallen demon to gain some of its power...which they did.
For the next hundred years the barbarian heroes became a savage horde that conquered much of the southern world. Their empire was but a footnote in history however, as they never grasped how to control the people they over ran and it all fell apart.
In time many returned to the wilds, taking up a strict druidic lifestyle to combat their demonic sides, others still tried to gain some of their distant ancestors glory by living by their wits as "heroes for hire". Seven families, now faux-nobles, rule the citidel of Ave Meria, choosing to enter pacts with demons as equals, or so they say.

This world has no single nature god, but millions of "Hiisi", small deities that rule over different areas of the world, their are limitless variations of Hiisi, such as a Hiisi of a particular craggy rock, a Hiisi of light rain and hail and lightening storm, Hiisi of red foxes and Hiisi of arctic foxes. Hiisi can be slain by those truely mighty, but they can just as easily be reborn or merely have a new one take its place. However, doing so may lessen it's influence for a time, such as when the town of Haslinne was saved by a bard that destroyed the Hiisi of Marsh Vermin, causing all the rats that were plaguing the town under the Hiisi power to flee.
~

Campaign Comodities! [Stuff you can add to! If you want!]
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Tieflings, tainted descendants of barbarian-heroes!
Ave Meria, the city of false nobility!
Hiisi, the myriad of manyfold mini-gods!
Haslinne, the non-descript town with a dark past!
Gnomish Civilizations, the Most August peoples of two worlds!
The Printing Press, freedom of knowledge in the unconquered east!
Dvergar, the laughing overseers of above, living deep below the earth's crust!
Turtle's Port, a wonder of the world, an island driven by magic and technology!
Deva, reincarnated Hiisi out to claw back their divinity!
Gods, divine duos, religious figures in juxtapostion!
Kobolds, eeiry half-ghost lurking in the caverns dark!
The Sea of Rage and the slumbering defier of the Gods, Ralstyx!
The Calla Desert and the invinsible tower it holds!
The Kliandri Mountains and the inhuman horrors that pour from within it!
The Amenuk River that covers the world and the anciant empire that was forged there!
Amentest, the legacy of man, the culture and the chimeras!
Ilkhrok, the eldest dragon of unknown kind, drifting on a cloud above all things!

This sounds pretty cool. Hopefully it turns out.

And now, my two bits.

1) Surprisingly, of all the Hiisi, there is no individual that represents death. Instead, there are Hiisi for each way to die. These Hiisi compete to prove which is the most powerful. When a Hiisi of Death claims a soul, they grow in power. Fittingly enough, when one grows to powerful, they is slain by the others and eventually reincarnate. This preserves the balance of death in the world.

2) There are two Gnomish Civilizations, one on the mortal plane and one in the Feywild. The Gnomes of the mortal world are well known city-builders and traders. They control a vast network of towns and trading posts across August Plains. The Feywild Gnomes rely on Gnomish cunning to avoid their natural predator, the Drakes, as well as larger creatures. Both practice a form of ancestor worship. Gnomish Warlocks typically draw their power from their family tree.
Me too TheGreaterBad, I think since there won't be any arguing as to what is and isn't in the setting, it should be built fairly quickly (for a forum game).

The invention of the Printing Press has spread rapidly across the east. While there are many of the lower classes unable to read, everyone knows someone that can; people sit around a reader daily to listen to him or her tell them the news of the world around them. Several newspapers have sprung up, such as the The Unconquerable East and The New Voice Writing, which has a more liberal, worldly set of journalists doing the writing.
Besides these, there are the "copper books", cheap tales of adventure and old parables retold. They are gaining quite a following.

Dwarf is a racist slang term, the people below the mountains call themselves Dvergar. Dvergar are jovial and seemingly open people, often overly emotional and known to sing even during battle. In fact thats a means to frighten foes. They have white skin and black hair, which covers most of their bodies in thick dread-locks. They are lore-keepers and story tellers. They are the unseen masters of the eastern lands and have never lost a war, at least in known history.
On the far western ocean lies the fantastic Turtle's Port, a mastery of human engineering combined with magical energies. Great vents exist all over this large port town, belching out steam and smoke and arcane trails as the large island is propelled across the ocean. Great fairs arrive whenever the Port reaches landfall, as they bring items from across the world to trade.

The Deva are minor Hiisi who have been slain too many times and their reincarnation cycle no longer hast he power to elevate them to godlike statuses. They seek to return to their former glory, bearing memories of their former existence as aspects of great power, and this is the general motivation behind their adventuring.
Alright! I love Turtle's Port. This setting is already very cool, it seems the Hiisi have become quite important to the world, so lets sort out some more Divine beings. *cracks knuckles*


Gods come in pairs, they are often likened to marriage between the two gods, but in truth they are more like shadows or reflects of each other, two sides of the same coin. There is no religion that worships a singular deity, though some might only seek the wisdom of one half of a divine duo.
The most widely worshipped gods by the peasantry are Wishu & the Yagga, the God of Righteous Rebellion and the Goddess of Worthy Traditions.
The most widely worshiped by warriors are Ravan & Balet, the God of Glorious Bloodshed and the Goddess of Proper Tactics.
When a twin is born it is considered very lucky indeed.

The kobolds are child-like phantoms with large, wet eyes, black teeth, tiny hands and most revolting of all, with stumps for feet, that inhabit caves; they are said to give blessings to towns that give them regular gifts. They are capable of walking through walls and turning invisable. Little is known of them, as they love to lie, indeed, its considered a sport by the kobold to spread misinformation.
It is said that there is something sleeping beneath the Sea of Rage to the west, an ancient being that defied the gods long ago called Ralstyx. When it stirs in its sleep, great tsunamis ravage the western coasts. It would be calamitous if it were to awaken...


In the great Calla Desert to the east lies an adamantine tower that is unearthed occasionally by the shifting sands. There are many legends that talk of great wealth, weapons of the gods, and even mighty guardians that dwell within the aged tower, but none know for sure whether there is any truth in these.
ƸȌƷ
(hmm...kobolds in this setting are more like core gnomes)

The Amenuk River is one of the longest rivers in the world. It wraps around mountains, tumbles down cliffs (creating spectacular waterfalls at multiple points along its course) and runs straight through forests and prairies. The river terminates in a serpentine oasis in the Calla Desert, where it flows down through a cave that leads to the underdark. Legend has it that the river moves in circles, the water that disappears at the end reappearing at its headspring weeks later.

Ilkhrok is the oldest dragon alive. This colossal specimen (his specific species is unclear) lives in a cloud that never dissipates, drifting endlessly around the skies of the world, emerging from his home only rarely. Whenever a large cloudhead passes overhead, someone will claim that it is the domain of Ilkhrok, though in truth no one knows which cloud it is at this point.
Kobolds in this setting are more like mythical kobolds.

Okay, here's my input for today:

~~ I actually had a little something for elves and drow here, but I think someone else should get a stab at the elven lot. ~~

It is thought that humanity was created from the silt at the bottom of the Amenuk River, as there is barely a spot along it's bank that doesn't have a human settlement.
The first human empire of Amentest covered the river from spring to mouth and over the course of five hundred years spread slowly over the land, both literally and culturually. In the modern era it is still the spiritual home of the humans and is defended from invaders and non-human settlers at all costs.
Though the empire crumbled in time, the reasons lost, it's language, now known as common, is spoken all over the world.
Kobolds in this setting are more like mythical kobolds.

(I mean statwise, they're more like gnomes in 4e. Still different, though; may have to homebrew)
(I mean statwise, they're more like gnomes in 4e. Still different, though; may have to homebrew)

Oh yeah, I guess. :D
I imagine they work much like core kobolds, however some will have ghost-like abilities. Once we've got a few of the basics down we can start stating things out, well, unless you want to now. Remember, Everything is Canon! So you can make the stats that that'll be that.
adding a bit more

A few hundred years ago, deep in the Kliandri Mountains, a meteorite fell to the earth. It's otherworldly taint has been slightly altering the animals and landscape and now the crater, surrounding valley, and all the animals and plants in it's vicinity are almost completely alien in appearance. Those who have attempted to explore it have either never returned or gone incurably mad, fearfully uttering the same phrase over and over in their sleep. "Ynnoch watches... Ynnoch waits..."


The legendary beast tamers of Amentest's greatest acheivement was creating chimeras. They were strong, sturdy, and smart enough to follow the simplest commands. The people used them for transportation, fieldwork, and even in battle. Nowadays, nothing has changed. The humans still use them for their own purposes, but there is a steadily increasing number of rogue chimeras that have fled the yoke and become feral, killing farmers, livestock, and travelers.
ƸȌƷ
I'm just posting to say the humans of this world rock so far. Really old school pulp, almost "Deepest Darkest Africa" mixed with Romans.

I wonder if Ralstyx is related to Ynnoch in some manner...
The Creators Chalice is a massive ocean surrounded by mountains such that it is several miles above sea level. It surrounded by many monasteries that worship the Creator/Destroyer over-deities. Thus is surrounded by many great sculptures built for the simple sake of creation, while a few have been destroyed as the Creator is dominant at this time.

(the creator and destroyer are one idea as deities are twinned, I'm planning on adding some more features to this area linked to them.)
Turtle's Port is actually powered by a Hiisi who made a pact with the floating island's human creator, Rachum Danveri. Rachum died a few years ago, and his son Villo is now in charge. No one besides Villo knows this secret. Whenever they stop at a port, one local child goes missing. People haven't managed to put two and two together yet.

The human city-state of Ament-Oruh was once the former capital of the Amentest Empire. It is situated beneath Heaven's Rain, the largest of the many waterfalls of the Amenuk River. The city is nowhere near as big as it once was, and the outer districts have fallen into disrepair and mostly been torn down. Though trade has slowed down in these dark times, Ament-Oruh remains an important center for what watertrade remains. An ingenious pulley system allows small riverboats to be pulled up onto the riverbank and lowered up and down the waterfall for a modest fee, allowing boats to go right on through.
The Creators Chalice is a massive ocean surrounded by mountains such that it is several miles above sea level. It surrounded by many monasteries that worship the Creator/Destroyer over-deities. Thus is surrounded by many great sculptures built for the simple sake of creation, while a few have been destroyed as the Creator is dominant at this time.

(the creator and destroyer are one idea as deities are twinned, I'm planning on adding some more features to this area linked to them.)

Most awesome my friend, that is really worth having. :D

Okay, I should come up with something or other now:

At the deepest, widest and slowest points along the Amenuk River there are said to live mer-people of some kind. The story goes at the fall of the Amentest many of the noblity could not go on living without their beloved empire, so they threw themselves into the river, becoming part of it. They are known simply as Tucuxi.

Goblins are all loud, crass, maligned and crabby, but outwardly they are all different. Their skin can be any colour, it often matches that of their mother. Some may have shells, some an extra arm, others still are born with bat-like wings or two mouths. Male goblins are easily fooled, only the females have any sense, even then, they can be easily bought or made to anger, which makes them easy pickings for seasoned adventurers.
The leaders of goblins are Hags, the females, a Hag may give birth to a litter of goblins at a time. The only reason goblins haven't out-bred all the other races is whenever a Hag is born, the mother Hag will try to devour it. Only the fastest and most cunning Hags live long enough to start their own brood.

EDIT: Also, Space Dragon, great ideas. Seems this setting is Amazon Rainforest + Fallen Empires + Technology on a level no DnD game has, lets be more advanced that old Ebberon or whatever it's called. Haha. :P
Hobgoblins are the descendants of an unusually smart goblin named Zots. Zots led a group of males in rebellion against the powerful females, and made a pact with some supernatural power to make his followers larger, stronger, and more intelligent. Hobgoblins have no females of their own, but can impregnate women of other humanoid species with full-blooded hobgoblins. Hobgoblins frequently launch raids against humans and goblins, both for supplies and to capture women for breeding; although they are as technologically sophisticated as humans, they prefer raiding and nomadism. Hobgoblins revere Zots as a saint.


EDIT: technology? The most technologically advanced thing I posted was a bunch of chains for pulling river barges up a cliff. Granted, that's more advanced than most DnD settings, but its nowhere near Eberron.
Eh, as far as pure technology (not magic powered) goes, lifting a boat up a fantasy scale cliff is pretty good.
We also have Turtle's Port and the chimeras.

Now erm, I have one thing to add, one of the god-pairs should be the God of Clarity & the Goddess of Illusion, they are the Gods of magic. Someone else can name 'em.
The Destroyer's drain is a bottomless trench on the bottom of the Creators Chalice. Any thing which falls into it is forever lost. Merefolk monks carefully maintain a partial plug of it, as well as many current controlling vanes which prevent a whirlpool from forming. They also are careful to keep the knowledge of its exact location secret from all outsiders. Legend has it that the partial plug keeps the creator dominant. Completing the plug would create a great imbalance while destroying it would cause much destruction in all its forms.
Divine influence in the world is fairly common and some people are blessed by a certain God at birth. These Blessings often are visible through the blessed person's hands. Those Blessed by the God of winter has hands as white as snow and as cold as ice.
While one blessed be a god of nature has "Green Hands" and plants flourish under that person's care.

These blessings often appear seemingly at random and it's not always the blessed one even is a workshipper of the god in question.
Some God's promote the slaying of Blessed ones of other deities if they are detected among his or her followers.

These people often join the priesthood at a later age and tends to have a close, even a personal connection with their deity.
There are no gods of Good/Evil, but rather The Judge Gods of Mercy/Vengeance (the two directions of erred justice), they are one of the few pairs that are almost always worshiped equally. Their priests hold a secret prophecy of why there are no gods of Good/Evil: That the gods too have souls and will too be judged by something even greater than they, beyond mortal comprehension.

Temples of the Judges are some of the most common throughout the world and Often send their newer clerics out with adventurers to both oversee them, and gain experience.
Elementals are entirely independent from God's and have no connection at all with them. They are unintelligent, simple things that most of all cares about food and partners. They can only be called upon by skilled magicians and will even then only serve unwillingly.
They stem from seperate planes of existence where they are equilant to beasts and animals.

Djinns and similair beings rules these planes. They tend to be agressive and snobby, especially against inhabitants of the mortal realm. A realm they see of as one of poor taste and finnese. They often wage war on themselves or Djinns from other realms. At rare cases their wars have even been fought within the mortal realm which has resulted in great losses in mortal lives.
The world has several cities underground, in the Underdark. Most are poulated by Drow, Illithids, Vampires, and Tieflings. These massive cities and there residents are not inherently evil, just dark. One such city is the great Arachna-citadel, a former evil drow fortress liberated by heroes from above. The city is shaped like a great spider, with each leg housing s different idea (trade, etc.)

There exists a large city called Mythshine, populated by a smattering of all of the races. Mythshine is a melting pot of cultures, and is home to a great Guildhall, where adventurers and heroes are trained in their craft by class-specific masters. A Warlock can find a patron witthout fear of being cheated, a Rogue can perfect his Spetschnatz backflip axe-throw, and a Druid can leearn from the Spirits themselves.
Shaman: "Why doesn't the squirrel shoot the wizard?" DM: "Because the last squirrel who tried to shoot the wizard missed, then was pulled out of his tree and incinerated." Wizard: "He has a point."
The Kliandri Mountains are home to the goliaths. These are fey creatures, connected to their mountains just as dryads are connected to their trees. Goliaths worship no gods, instead identifying themselves with the hiisi.

The corrupting power of the meteor has warped some of the goliaths, creating the race of orcs. These creatures are beyond reason, beyond diplomacy, living only to destroy and to worship Ynnoch. The goliaths have been fighting a losing war against their corrupted brethren for over a century.
There exists a race of Elves that lean towards the magical instead of the natural. These elves are now a seperate race reffered to as Eladrin. In recent years, the have drifted away even further from the natural world, developing alchemy, steam-technology (powered by the Elemental Chaos), and odd, bronze machines and weapons.

There exists a great and powerful being, sometimes revered as a dark God, called the Meteor. The meteor is evil given a physical form and streaking through space and time, spreading corruption and madness in it's wake. Some have suggested that it is a tainted Prinmordial from when the world was young, whie others think it abberrant, not from this reality.
(Wow, this is fun. We have a name for this place yet?)
Shaman: "Why doesn't the squirrel shoot the wizard?" DM: "Because the last squirrel who tried to shoot the wizard missed, then was pulled out of his tree and incinerated." Wizard: "He has a point."
The Dragonborn were created by the experiments of several older dragons, including Ilkhrok, as a test to see if draconic power could be contained in a humaniod frame. Most Dragonborn maintain close ties with at least one of their Draconic creators, who they revere as strongly as the Hiisi.

The Elemental Chaos is said to be the area where the Ahrneks, the chaotic counterparts of the Hiisi, were exiled after a long a vicious war over who would control creation.
The Dragonborn were created by the experiments of several older dragons, including Ilkhrok, as a test to see if draconic power could be contained in a humaniod frame. Most Dragonborn maintain close ties with at least one of their Draconic creators, who they revere as strongly as the Hiisi.

Eladrin were Feywild gnomes who made a pact with then Hiisi of the Feywild, which imbued them with the size and strength they needed to fend off an imminent conquest by the Formorians.

(Sorry, beat you to Eladrin by a single post.)
Shaman: "Why doesn't the squirrel shoot the wizard?" DM: "Because the last squirrel who tried to shoot the wizard missed, then was pulled out of his tree and incinerated." Wizard: "He has a point."
(Sorry, beat you to Eladrin by a single post.)

Already changed. Please don't ninja me again.
The Caustic Carnaval is a travelling circus that travels up and down the Amenuk, from city to city. When it arrives in town, it is a marvellous affair, with folks flocking from miles to see. Halfling acrobats and animal tamers amaze audiences with fatastic feat of daring and skill. The Caustic Carnaval is known for the exotic beasts they put on display, which range from the mundane to the supernatural. The Roma Brothers, a trio of halflings run the show, and each brings a different skillset to the circus.

The Church of the Eye is a religion gaining popularity in the world. It worships the twins Ashri and Ashore, who hold dominion over illusion and clarity, respectively. It teaches its followers that, only by removing sight can one truly divine truth from lies. Most followers simply tie decorative blindfolds around their eyes, but the most fanatical put out their own eyes in a secret ritual.
The elemental chaos existed before the gods descended from their unknown place of origin. The gods used part of the elemental chaos to shape the world. The ahrneks that lived in that part of the chaos resisted, making war against the hiisi that followed in the wake of creation. The djinni and their servants, however, did not care about the actions of the gods aside from being mildly annoyed.

Since before the dawn of time, demons have tried to invade the elemental chaos. The demons come from a realm no one has ever visited, a distant plane inimical to life (some believe that their home plane is the cosmic opposite of the place the gods came from). The creatures of the elemental chaos have always had to fend off demons in between petty wars against each other. Since the creation of the mortal world, the demons have tried to attack it with equal gusto.
Ynnoch is a strange name, perhaps made all the more alien when it is learned that it is not an isolated name. Some scholars, mostly those who twitch when surrounded and who are afraid of going into the dark alone, can trace Ynnoch through the ages, the name often appearing in many isolated lore and legends. Often the name is linked with unspeakable horror and nightmarish beasts. One ancient tome, a book on magic written early in creation, speaks of a horrid god whose mate was eaten by demons. A Shrieking Beast who lurks in the folds of creation, clawing at itself, eternally attempting to rend its ever living flesh from its bones. The tome states that these hunks of flesh sometimes fall into the world and poison the world around them. The scholars who read such work would then point to the link between meteors, disasters, and the appearance of the name Ynnoch in the historical record. Most of their colleagues laugh them off, but some do stay and listen. Before long they to learn to fear what may lurk in the darkness.

Of all of the strange peoples upon the world, none is more disturbing than the Mind Flayer. They appear to have no uniting culture or geographic home. They often appear at centers of great learning or power, asking to be let in, often appealing to customs of travel and politics. They appear to be elegant and courtly creatures. Although they are often masters of etiquette, they remain constantly cold an observing. They have no joy or charm, simply a wall of cold unreadable emotion that bores and studies all that it comes across. Like eyes staring deep from a winter storm. They appear very rarely to work directly with other races, yet they are almost always near the epicenter of great social upheaval. They stay disconnected from events, yet trouble always seems to follow them. An old saying along the Amenuk River; “Better to have the thief judge, and the jester lead, than to have a Mind Flayer watch.” A most curious thing about the Mind Flayer is that they appear to have no need of eating food like other races...
I am a: Lawful Good Dragonborn Paladin
Kittens are the final life of great conquerers or murderers. They are imbued with supernatural strength to kill all in their path, while being completely overlooked at the same time.
Kittens are the final life of great conquerers or murderers. They are imbued with supernatural strength to kill all with their path, while being completely overlooked at the same time.

I'm amazed we made it an entire page before this happened.

On a brighter note, nice job explaining Ynnoch there, Nyronus. I was afraid it was going to be something cliched, like an elder god from the Far Realms, but you solved that problem before it happened.

Hmm...I guess this means the final boss of the Kliandri Mountains adventure is an Atropal.
The Elemental Chaos is a realm separate to the different Elemental planes. It is said that it was the first attempt of creating a functioning world based on the four different elemental planes by a strange and mysterious being the predated the gods.

Something went horribly wrong though and the elements they used turned on each other. The Elemental Chaos is a realm of endless conflict where enormous oceans flow forth, drowing mountains and continents just to boil to steam a couple of moments later when a torrent of flames appear.
Storms blow, the earth crumbles, volcaones erupts and Malestroms roar.

The creature tried to fix it but failed and in frustration they abandoned this realm.
I'm amazed we made it an entire page before this happened.

On a brighter note, nice job explaining Ynnoch there, Nyronus. I was afraid it was going to be something cliched, like an elder god from the Far Realms, but you solved that problem before it happened.

Hmm...I guess this means the final boss of the Kliandri Mountains adventure is an Atropal.

Don't get mad, get creative. ;)

Superstition holds throughout the human lands that cats are the wayward souls of the vilest sinners, so cruel that the afterlife would not take them.
Because of this Hags will often take a cat as a familiar of sorts, making sure to warn others of their cat's hidden powers.
The well educated know that these falsehoods stem from the dieing Tiefling tribe Therous Mon, who believe their druids are reincarnated as panthers.
An off-shoot of this superstition is that a small breed of dog called ratters were bred long before the Amentest Empire was even formed to deal with problems that would of otherwise been a cat's duty.

Barbarian Tieflings end their tribe name in Mon. For example Nikutayl Mon or Kekallia Mon.

Okay, one more thing, Aradeia, how about taking your gods and mixing them with Admiral_Lourve's gods.
Aldii, I already posted that the Elemental Chaos predated the gods. Sorry.

Namer and Shaper, you are a genius.


The western continent, which includes the Amenuk River, Kliandri Mountains, Calla Desert, and their associated peoples and geographical features, is called Tekmin. Its eastern counterpart, the mountainous continent of Othri, houses the Dvergar and Creator's Chalice.
Okay, one more thing, Aradeia, how about taking your gods and mixing them with Admiral_Lourve's gods.

Okay, I just edited my first post to indicate they were the same gods.

In the majestic Mythshine city, adults keep children in line by frightening them with tales of the fabled Queen of Dusk, who prowls the streets at night, searching out bad boys and girls. Parents don't truly believe these stories, they are simply tales to keep children from acting out. "Don't stay out late or the Queen will get you," or "Keep away from the old town, that's where the Queen likes to lurk," are phrases commonly heard coming from the mouths of parents. However, what the parents do not know is that the Queen of Dusk truly exists. A powerful Hiisi of fables and fairy tales, many a lonely traveller has fallen to her dark magic. She likes to play with her food before eating it, conjuring illusions of classic storybook characters to torment her victims.

Legend speaks of a Hag who was once the most fearsome in the land. One day, a group of mercenaries came to put an end to her fearsome regime. The mercenaries killed with a mindless fury, many of their family members had suffered the Hag's ire. They slew countless goblins, and a few of their own number fell in the onslaught. When they reached the Hag, she had none left to defend her. She begged for mercy, and, strangely enough, they gave it to her. They left her there, snivelling and cowering in fear. Perhaps they didn't have the heart to put an end to her wretched existance, it seems, however, far more likely that they knew what fate had in store for her. You see, she was alone now, they had killed her children, her babies. It is said the sadness and the loneliness drove her insane.She is still there to this day, they say, waiting for her children to return. Sometimes, she gathers to herself children from nearby towns to attempt to fill the hole in her heart. But when they fail to return her love, which they always do, she kills them, and returns to her mindless weeping. She is known as the Grieving Witch.
Devils are decepitful and manipulative. Devils are hated by all creatures, but especially by Demons. This is because Devils are Demons that have killed and devoured a gods, or one of a god's halves. The malevolance of the Demons mix with the order found within the gods, creating a destructive, vile, and lawful creature. These Devils are hated by all creatures, but Demons reserve a special ire for Devils. Devils are viewed as traitors to Demons, giving up part of their demonic heritage to gain a portion of divinty.
Devils are decepitful and manipulative. Devils are hated by all creatures, but especially by Demons. This is because Devils are Demons that have killed and devoured a Hiisi, or one of a Hiisi's halves. The malevolance of the Demons mix with the order found within the Hiisi, creating a destructive, vile, and lawful creature. These Devils are hated by all creatures, but Demons reserve a special ire for Devils. Devils are viewed as traitors to Demons, giving up part of their demonic heritage to gain a portion of divinty.

Hiisi have halves? I think you may be confusing them with gods.
Aldii, I already posted that the Elemental Chaos predated the gods. Sorry.

Namer and Shaper, you are a genius.


The western continent, which includes the Amenuk River, Kliandri Mountains, Calla Desert, and their associated peoples and geographical features, is called Tekmin. Its eastern counterpart, the mountainous continent of Othri, houses the Dvergar and Creator's Chalice.

Thanks Space_Dragon, we needed some heavy input on the world.

I love that second story Aradeia, I know its all a bit "shades of grey" of me, but I like stories that have monsters as having real emotion, while still being terrible creatures.


Right! Lets see if I can't solidify the Elemental Planes.
At the figurative "top" of the Elemental Planes is the Samsarga, thousands of demi-planes hanging in divine space, each are a purified element, be it a plane of mercury, gold, glass, sandstone or blue gasous flame. The planes are the easiest to travel of the Elemental Planes, if only because two large planes, the Realm of Light and the Realm of Darkness, orbit the space and connect to each plane in turn, thus providing some form of time. Within these planes live the Djinni, regal and aloof lords of the elements. Having access to the many "Treasured Planes", they have infinite material wealth.

The heart of the Elemental Planes is the Himiga, know as the Elemental Chaos to most, a infinite expanse of rolling elements, here fire, earth, air and water are unbound and move over each other freely. Here simple minded, but collosal elementals reign supreme. Once in a while a area of the Plane will calm and stop moving, this can go on for centuries, but eventually a elemental will notice and cause it to move again.

Numbiga lies at the bottom of the Planes, here the elements are totally interchangable, thick boiling ooze and dark sand is all that can be seen between the thick ash and racid fog. Here, much to their charring, live the Ahrneks. These creatures could of been the Hiisi of the material plane, but resentment of the Gods might and an innate desire to cause discord was there downfall. While they are much despised by the other beings of the Planes, they are the frontline against the Demons.

While technically not a part of the Elemental Planes, the Vul Gate is a crack into Numbiga which the Demons use to enter the Planes. Demon camps circle the Vul Gate, fortresses made of brittle clay and shards of rusted metal and whatever they can get their hands on. The Gate itself seems to lack a physically presense, as if it is "made of nothing".
Hiisi have halves? I think you may be confusing them with gods.

Whoops, thanks for pointing that out.
Whoops, thanks for pointing that out.

No worries mate, this thread is going fast compared to other campaign designing threads.
Actually I think I'll leave it one more page and then learn how to make a wiki for this setting!

Oh and after the next page we should all give the setting a title and vote for one. C:
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