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KalgarCreated by Jacob Brandfas
Kalgar is a campaign setting that I created back when I started DMing in high school, long before I had been made aware of the lands of Faerun, Eberron, or Athas. I made it a goal when I created Kalgar as a sandbox for my players, allowing them to develop it themselves through each campaign, leaving a lasting legacy for future players.
I brought the world to life, forming continents and climates, developing cultures, and creating nations, each with a basic idea and a unique history and theme. Then, I dropped my players in, ready to explore the world set out before them. They created factions, shaped nations, even ripped the world into an interplanar chaos now known as the Roil, changing the world forever. Each session told a story that would change the world for campaigns to come.
The world of Kalgar is a vast one, home to countless beings. Many races have thrived and developed, since even before the longest spanning annals of recorded history. Many nations have developed all throughout the world, some expanding and absorbing other nations, some stay secluded only interested on their own internal affairs. Great boundaries separate many of the great nations of Kalgar. Mountains as tall as the sky gate regions off from the world, spanning the breadth of the continent and vast oceans separate lands with leagues and leagues of treacherous waters.
World in the RoilEarly in the world's existence, a great travesty sundered the material plane of Kalgar, bringing a chaos that permeated the fundamental planes of existence. In the region of Herod, a powerful cult of sorcerers known as the Animæus sought to expand the reaches of magic across Kalgar.The Animæus learned to augment their already powerful abilities of manipulating arcane magic by tapping into the raw magical energies held within the planets leylines (great streams of raw energy that permeated the material plane, bringing magic and energy to its inhabitants). The cult learned to combine powerful spells, break down arcane energy to it's base form, even imbue life with the potent raw magic found in the leylines.
Led by a very powerful sorcerer referred to by the cult as the Essence, the Animæus opened a portal between the the Material Realm, the Elemental Chaos, and Astral Sea, using their bodies as conduits to siphon the energy from the fundamental planes into Kalgar's leylines. The magic surged through the leylines, causing earthquakes, volcanic eruptions, and tsunamis. The natural world was thrown asunder. When these new energies reached the nexus, where all the world's leylines intercede, a great calamity erupted at the heart of the world, tearing a hole into the plane below. The world was thrown into madness as elemental chaos poured out into the heart of Kalgar, transforming it into an interplanar maelstrom, threatening to break the dividers between the fundamental planes, throwing existence into a permanent chaos.
Millions died during this tremendous event as the primal forces of the world tried to repair the mayhem and as time passed, the world of Kalgar reached an equilibrium. Eventually, the rift into the plane below collapsed in on itself and the portal to the Astral Sea closed. The primal forces of Kalgar adapted to the surging energy in the leylines and created balance. By shifting the world in and out of the Astral Sea, the natural forces of Kalgar could prevent another surge of magical energy, using up the excess magic in the leylines with each shift. This process came to be known by the inhabitants of Kalgar as the Roil, named for the swirling, fantastic energies that now surround Kalgar's atmosphere as it shifts through the Astral Plane.
After the devastating events of the Animæus Ascension, Kalgar was changed forever. With the world and its parallels, the Feywild and the Shadowfell, connected to the Astral Sea and the Elemental Chaos, the new, highly volatile energy in the planet's leylines All across Kalgar portals open and close, connecting to faraway lands and other planes without rhyme or reason as the planet shifts in and out of the Astral Sea. Because of this, all manners of new inhabitants have been brought into the mortal world. Now, it is fairly common to see primordials and immortals on the world of Kalgar.
Regions of KalgarWithin the world of Kalgar eight great continents are spread across the massive planet. Some communicate with each other as they please (whether it be peaceful or hostile) while some are isolated by impressive natural boundaries.
AdelbrechtA region of Kalgar separated into two subcontinents, Nevermoor and the Crescentwild. Adelbrecht has developed the closest ties between the Feywild and the material world of Kalgar and as such, is influenced greatly by it.
The NevermoorThe southernmost region on Kalgar. Thick with forests and swamps, many foreigners talk of Nevermoor superstitiously. The land is largely uncolonized and only small settlements and towns dot the landscape. Few come to the subcontinent of Nevermoor and those that do rarely stay long. The wilds of this land are treacherous. Those who have attempted to settle in the Nevermoor fearfully defends themselves from the dangers of the Woods. Few ever leave their heavily guarded settlements, frightened into their homes each night by folk tales of witchcraft and the dark arts; old hags that live in the swamps and marshes, dabbling in hex-work and witchery. Rumors have also begun to spread of the savage lycanthropes that lurk the Wood, hunting for food and unwary travelers to transform into one of the pack.
The CrescentwildAncestral home of the elves, the Crescentwild holds the closest ties between Kalgar and the world of the Fey. The region is made up by many druidic tribes that have settled across the small continent. Most of these tribes work together peacefully but some tribes continue to engage in skirmishes for territory. Despite this fact, the leaders of each tribe, regardless of disposition meet during the Gathering every year to discuss the state of their homeland.
While the Crescentwild is the ancestral home to the elves, other races live amongst them. The most common of the region's co-inhabitants include the Elves' feyborne cousins, the Eladrin, the clever Gnomes, and Shifters; a tribal race of humans who have, through rituals and primal magic, adapted to an animalistic nature. The tribes of Shifters often cross the small land bridge that connects the Crescentwild to Adelbrecht, sending their mighty warriors to hunt the lycanthropes of the region.
The Frozen WastesIn the farthest reaches of the north lies the most unforgivable terrain on the face of Kalgar. With fifteen mile high mountains spanning the breadth of the region, it's a wonder that the region contains any life. The lands of the Frozen Wastes are in a constant battle. The proud and mighty Urskan, the original inhabitants of the Frozen Wastes, are under imminent threat from the Angorian Cabal; a growing necromantic nation lead by a triumvirate of powerful liches. The Urskan have been given the help of the armies of Caparice, a nation in the region of Herod to the south, but the Angorian Cabal grows in number with every victorious battle and never diminishes with defeat.
HelzakHelzak, Anvil of the Gods is ancestral home to the Dwarves and Goliaths. The land is thick with mountains, making terrestrial expansion difficult. As such, the people of Helzak have resorted to mining deep into the mountains, building cities within the rock and underground.As the cities expanded, the mines grew deeper and deeper, and as Moradin being the chief deity of the region, most of Helzak's nations used these extensive mines to their advantage. These mines bore them great materials for production, providing Helzak with the best craftsmanship in all of Kalgar.But as the mines grew deeper, the people of Helzak awoke something ancient and alien. Many mining camps have been swallowed up into the darkness with no sign of survivors and many fear that a terrible threat has come upon Helzak.
HerodPerhaps them most diverse among the many regions of Kalgar, the region of Herod is host to all manner of cultures and climates. Two great subcontinents form the region of Herod. To the west lies Stahlenreich, a nation devoid of government structure, but build on the strength of discipline and unity. Guided from their ancestral home of Tokujima by the immortal prophet Abelard, the people of Stahlenreich lead an honorable existence, creating an entire nation that is able to sustain itself without government or leadership by working for the Greater Good.The eastern subcontinent of Herod is home to Utgar, a great and savage forestland too wild to be colonized, and the great nation of Caparice, a militant theocracy of humans and dragonborn that worships Bahamut, the Platinum Dragon. It is here where the Animæus Ascension came to pass, throwing the world into the Roil. While Caparice was once a prominent and quickly growing society, the Animæus Ascension destroyed the heart of the nation, leaving behind a crippled country.
Rasha'AldunRasha'Aldun is a small continent made up of dry wasteland and vast deserts and is the closest of the eight continents to where the great rift opened into the plane below. At a time before the Animæus Ascension, Rasha'Aldun was much larger, but most of it was overwhelmed by a great tsunami of boiling ocean that enveloped the continent's lower regions.
What remains of the region has formed a great nation led by powerful sorcerers, wizards and mythical Rakshasa. Rasha'Aldun is a nation fueled by the arcane, much like their neighboring ally, the Guildlands of Zel'vaan, and has centered its economy around residuum, a powerful universal arcane component. Because of the dramatic increase in arcane magic brought about by the Animæus Ascension, Rasha'Aldun has become the wealthiest nation in the material plane.
TokujimaA land far to the west, Tokujima is an exotic land foreign to most other nations. The region of Tokujima is led by a great shogunate, a government that has lasted dynasty after dynasty. The current shogun, Hisao Uematsu , has shaped the nation of Tokujima into a powerful military force and has used this impressive power to enforce an illegalization of anything arcane and has formed a special elite order entitled the Bure-ka Mahou or in Caprician, the Spellbreakers. These are warriors that are specially trained to combat powerful arcane magic.
Zel'vaan, the GuildlandsZel'vaan is a very young nation. This rapidly developing culture formed when several different nations attempted to seize control of the same region. Zel'vaan is led and maintained by ten separate guilds that each claim dominion over a portion of the region, each guild a formed under the precepts of two schools of magic.These ten guilds together, united under a Guildpact that grants each guild sanctioned power, create the city-state of Zel'vaan and govern a constantly growing and ever changing nation.
Saturday, May 18
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Thursday, May 16