[Final Fantasy Campaign] Continent Rydonia - Zodicia


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Zodicia History

Zodicia
On the continent of Rydonia there are 4 countries. The Machine Empire to the north east, Figaro to the west, Gemordia to the south east and Zodicia in the center of it all. The continent is surrounded by the Ocean of Dreams.

Past History
About 1000 years ago, a large meteor crashed on the northeastern section of the continent Rydonia. Those in Zodicia (founded and named after Morpheus left the Material Plane), sought to discover what it was and what secrets it might hold. The impact was so hard (and the metor was so huge) that the site was now surrounded by mountains.

The meteor had a strange metal in it called Xenolemat. It was an odd silver colored metal with various multicolored crystals growing on it. It became widely used in the kingdom of Zodicia, because that was the only kingdom at the time. The scientists and scholars of Zodicia discovered this rare and unique metal had mystic properties and wasn’t harmful but very beneficial. To certain people at least.

Those who were exposed started gaining powers of the mind and harnessing powers within one of the six colored gems found in the metal. After studying the crystalline structure of the metal, they renamed it: Xenocrystalanium. The scientists began infusing people with a liquid concentrate of the Xenocrystalanium. Those infused gained the ability to cast spells spontaneously, unlike the black mages who had to study. The jealousy of the black mages started to rise. They had to study long hours and these upstarts had power at their fingertips. They also grew to despise those with mind powers as they didn’t need to study either. The scientists also started to infuse warriors with the liquid causing drastic reactions. They were deadly with the sword and at later stages in life, started developing magic talents. They were called Runic Knights. They became Zodicia's armed forces.

To stop anything from happening, the newly named Blue Mages and Psychics, left Zodicia and left for the swamps to the southeast of Rydonia. After passing through them, they discovered luscious plains and founded their own country using the Inal Fern Swamp as a boarder. It was named Gemordia.

Meanwhile, the scientists split into two groups. One who wanted to continue the research of various races and Xenocrystalanium. The other group thought it was a bad idea. The Twelve (a council who rules Zodicia, but no one has seen as they have messengers) ruled they had seen and heard enough. They forbade the use of the crystal metal. With that, one group of scientists and scholars left to the plains beyond the mountains to the west of Zodicia and founded their own kingdom, Figaro. Ten years after its founding, due to some bad experiments, Figaro became a desert wasteland. The other group became very bitter and started cursing the Twelve and their city. They left to head to the site of the meteor crash and were never heard from again.

Recent Past
Within the past 150 years, Zodicia has heard and felt from a new matriarchy where they meteor crashed. They call themselves the Machine Empire. They haved developed unique forms of technology, steam and magick. They are called Machteam (mash-team) and Magitek (magi-tech). They have sent warriors made of metal and warriors with unique weapon creations to Zodicia, but the kingdom of Figaro has come to its founding city’s aid. Gemordia has stayed neutral as both the Machine Empire and Figaro don’t trust them.

While the Magi-tek factories shut down in Zodicia, there are still those descended from Magi-tek Knight bloodlines who still exhibit the abilities of their forefathers. They are recruited into Zodicia's armed forces.

Zodicia Key Locations
Celestial Mountains, Divinity Falls, Tower of Stars, Tower of the Oracle, Darkenmire Swamp, Sky Mountains, Stones of Alignment, Forest of Avatars, Moonlit Forest, Sunstar Plains, Rainbow Lake, Ruins of So'Lar, Ruins of Lu'Nar.

Main Cities, Towns, Metropolis's and Villiages: Geo, Yur’ae’neus, Jehu, Aphis, Anthelion, Thetis, Oread, Sa’tyrn, Sol, Veruna, Avernus, Myst

Main Hamlets and Thorps: Sideral, Telluric, Gaselier, Welkin, Southern Cross, Sunblary, Globe

The Twelve and their Represenatives
Zodicia is ruled by The Twelve. A mysterious and egnimatic group who sits in their castle in the heart of Veruna, the capital, the Castle of Stars. No one ever sees them or knows them by name; they only know their code names and their personalities.

If they dont know them, then how do they know that much? The Twelve has messengers to do their bidding, each representing themselves.

Pisces
Pe'ter the Monk.

This man represents 'Pisces'. He has personality traits from each of the other Representitives but he keeps them under wraps. He is selfless, spiritual and very focused on his inner journey. He has a tattoo on his wrist that is a pair of fish, a symbol which suggests that Pisces must 'go with the flow' and 'don't make waves.'

Aries
Aaron the Rager.

The leadership displayed by Aaron must be an indication that Aries is warlike because Aarons leadership and fighting is most impressive. Dont be surprised if he rallys against you. His tattoo is also on the wrist and it is that of a ram, which, symbolizes Aries, and that's both good and bad news.

Taurus
Thomas the Warrior.

For Thomas, fighting is all about the reward. Unlike Aarons' love of the game, Thomas loves the rewards of the game. His wrist tattoo is the Bull that serves as Taurus' mascot, and along with that comes the expectation that these folks are bull-headed and stubborn.

Gemini
Giovanni and Gennevive the twins.

Playful and talkative describes these two youngsters and t's not just idle chatter with these kids, either. The driving force behind their conversation is their mind. Since the twins are a mix of the yin and the yang, they are represented perfectly by the Twins. Each one bears a tattoo. Gio's on his left wrist, Gen's on her right. Its the letter I.

Cancer
Cassandra the White Mage.

She is a 'roots' kinds of person and takes great pleasure in the comforts of home and family. Cassandra is maternal, domestic and loves to nurture others. Her tattoo is the Crab, and much like this shelled little critter, she is quick to retreat into her shell if it suits her mood.

Leo
Lionel the Singer.

Impossible to miss, since he loves being centre stage. Making an impression is Job One for Lionel, and when you consider his personal magnetism, you see the job is quite easy. He is very ambitious, and his strength of purpose allows him to accomplish a great deal. It's the Lion which symbolizes Leo and marks Lionel on the wrist. And the king (or queen) of the jungle is a most appropriate mascot, since Leos consider themselves the rulers of their universe.

Virgo
Vera the Crusader.

Vera is the sixth Represenative, to be exact, and that's the way Virgo likes it: exacting. Vera is forever the butt of jokes for being so picky and critical (and she can be), but her 'attention to detail' is for a reason: to help others. Virgo is represented by the Virgin Vera as she has no tattoos.

Libra
Lars the Hunter.

Lars is the seventh Represenative, and it is at here with him that we start to see a shift. While the first six Represenatives focus on the individual, the last six focus on the individual's contact with others and with the world. Lars is first and foremost focused on others and how they relate to them. It's the Scales which symbolize Libra, and marks Lars, and just like that balancing mechanism wants to stay even, Lars wants to be on an even keel.

Scorpio
Samantha the Treasure Hunter.

Samantha is the eighth Represenative, and you shouldn't take that lightly. You shouldn't take Scorpio lightly, either. Both are dead serious in their mission to learn about others and the unknown. It's the Scorpion which symbolizes Scorpio and Samantha, and it's no accident. Much like the scorpion would rather kill itself than be killed, She is the ones who are in ultimate control of her destiny.

Sagitarius
Sanford the Geomancer.

Sanford is a wanderer. It's not a mindless ramble for him, either. Sanford is a truth-seeker, and the best way for him to do this is to hit the road, talk to others and get some answers. Knowledge is key to Sanford, since it fuels his broad-minded approach to life. It's the Archer which represents Sagittarius and marks Sanford.

Capricorn
Carl the Black Mage.

Carl is all about hard work. He is more than happy to put in a full day at work, realizing that it will likely take a lot of those days to get to the top. That's no problem, since Capricorn and Carl are both ambitious and determined: they will get there. The Goat symbolizes Capricorn, and Carl, and an apt mascot it is.

Aquarius
Aunna the Blue Mage.

The great strengths of Aunna is her vision, intellect and humanity. She is determined to make the world a better place and to help everyone she can along the way. Both her and Aquarius are truly the trailblazers of the world. The tattoo of Aquarius is symbolized by The Water Bearer.

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Mysterious Locations
The Celestial Mountains

Said to be as tall, if not taller, than Mt. Olympius, it is rumored that a temple exists on the peaks guarded by a sect of monks who guard the portal to the Gods' home. This is the boarder to the Machine Empire and Zodicia.

Island of Nod
A temple to Morpheus' home is said to reside on this mist ridden island along with strange creatures never encountered by man. This island can no longer be found.

Divinity Falls
In the face of the Celestial Mountains, this falls water is said to contain healing properties during certain times. It is also rumored that when the stars are aligned just right, the falls will bestow one person with Divine status.

The Forest of Avatars
The forest of Avatars is a thick mess of tangled woods. So tangled light can hardly reach them. Many claim its in there the first city of the gods was built and in his grieving, Morpheus constructed the woods around it so no one could get in, and the vile memories of days gone by, couldn’t get out.

Sunstar Plains
The Sunstar Plains are yellow and appear golden. Many say that each blade of grass is capable of producing candlelight. Maybe thats why the plains are aglow every night.

The Ruins of Lu'Nar
Twin sister city to the town of So'Lar, Lu'Nar fell into ruins during a raid for some important artifact that has become lost with time.

The Ruins of So'Lar
Twin brother city to the town of Lu'Nar, So'Larfell into ruins during a raid for some important artifact that has become lost with time.

Moonlight Forest
Many claim a small hamlet resides in these woods, but its true. They also claim its run by lycanthropes. No one has ever returned to tell.

Sky Mountains
Not as high as the Divinity Mountains, these mountains house a mountain pass the Figaronians erected to keep out trouble makers; namely the Machine Empire. This keep has had many owners but now belongs to a sect of monks. This is the boarder for Zodicia and Figaro.

Stones of Alignment
These stones are said to have been constructed before the Gods arrived by mysterious creatures. Odd writing covers them in an unknown crystalline substance. The markings of the stone are said to prophesize planetary alignments.

Tower of the Oracles
Once a year the lands oracles come to this tower and speak the prophecies of Yet To Come.

Inal Fern Swamp
This swamp houses vile creatures said to be from the planes of Hell. Its also said that a city into demonic worship was buried under the swamp. This swamp is the boarder of Gemordia and Zodicia.

Tower of the Stars
Situated on Zodicia’s side of Sky Mountain, a town exists here a day and a halfs travel before the monestary mountain pass. The tower reaches way into the sky. The town is dominated by an astrological community and getting into the tower is a feat unto itself.

The Obsidian Gate
Located in the heart of the Inal Fern Swamp, it is said this gate is the one used by Arioche and her followers to descend into the Underdark.

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Location Biases
Gemordia
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Noble
"Well we need them for their precious gems but if you ask me about their government, well i say we send our mages in there and show them who *we* really are. I mean, they survived the attacks from the infernal creatures in that swamp so that must say something as to who *they* really are."

Peasant
"Who cares? They dont hurt us, they dont harm us. They send us good and we send them goods."

Representative Samantha of Scorpio
"Evertone has a dark side. A hurt being inside waiting to get out. Scoprio knows vengence and how long one will wait for it. They've been waiting a long time."


Machine Empire
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Noble
"It might be interesting to visit there, all that new fangled stuff. It might fetch a pretty silver around here."

Peasant
"Destroy them all!!"

Representative Aunna of Aquarius
"They should be destroyed. Combining Magick and Teknowledgy isnt human. It isnt even right. We have tried to talk to them but they refuse. They even attacked us, Queen Machina must be taken down."


Figaro
----------

Noble
"Dont know. All i know is they saved us from The Machine Empire. I guess they can be trusted."

Peasant
"Thats what they want you to think! They want us to trust them! As soon as we let down our guard, BAM! They take us over!"

Representative Sanford of Sagitarius
"Ive been there. Nice place. Not like the Machine Empire. They truly understand why they left. They are ok and just want a treaty."

Name: Veruna Size: Metropolis Population: 50.126
GP Limit: 100.00 GP Assets: 250.650.000
Active Guards: 5.013 Constable: Highest Fighter
Power Center(s): The Twelve (Magical), The Avatars (Conventional), The Dream Speakers (Magical), The Weavers (Magical)
Power Center(s) Authority: The Twelve - Assured, The Avatars - Assured, Dream Speakers - Assured, The Weavers - Shaky
Power Center(s) Rule: The Twelve - Popular, The Avatars - Coerced, Dream Speakers - Popular, The Weavers - Popular
Citizen Alignment(s): LG, LN, CN
Features: Veruna, the City of Eternal Night. The twelve rule here from their Tower of Stars and their Avatars help them run the city. Many people like the Twelve but don’t like their counterparts as they are the Twelve’s enforcement and have many privileges the ordinary folk do not. A local guild called the Dream Speakers are seen around town preaching the praises of Morpheus and how he needs to come back to rule the city that was once his. Another religious faction known as the Weavers, are also seen preaching about the glories of Arioche. As you can imagine, this causes some difficulty in the city.
NPCs of Note: The Tweleve (Not Statted), The Avatars (Not Statted), Talia - Leader of the Guild of Dreams (Cleric 17, Dreamkeeper 3), “Ariachnee” - Leader of the Weavers (Cleric 15, Wizard 5)

*these are apt to change due to constant changing of PrCs*
 
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Zodia Cities

Zodicia’s Cities (Does not include hamlets, thorps or villiages)

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Name: Jehu Size: Small City Population: 7.774
GP Limit: 15.000 GP Assets: 11.655.000
Active Guards: 777 Constable: 2nd Highest Fighter
Power Center(s): Church of Curie’ (Magical) / The City Council (Conventional)
Power Center Alignment(s): Both Lawful Good
Power Center(s) Authority: Both are middling
Power Center(s) Rule: Both are popular
Citizen Alignment(s): LG

Features: The mail capitol of Zodicia. Any messages, wether by homing pigeon, horse delivery, or something else mundane, comes through the central office here in Jehu. It is also known as the birthplace of medicine and alchemy.

NPCs of Note: Doctor Alexandra Morte’ (Expert 3/Cleric 10), The City Council (all Experts 5/Aristocrats 3)

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Name: Thetis Size: Small City Population: 6.733
GP Limit: 15.000 GP Assets: 5.047.000
Active Guards: 673 Constable: 2nd Highest Fighter
Power Center(s): Local Pirate Guild (Non Standard) and Lady Delphine (Magical)
Power Center Alignment(s): Pirate Guild - LE, Lady Delphine - LG
Power Center(s) Authority: Pirate Guild - Coerced (56%), Lady Delphine - Popular (44%)
Power Center(s) Rule: Pirate Guild - Middling, Lady Delphine - Tense
Citizen Alignment(s): N, LN

Features: This port city lies 2 ½ days near the Inal Fern Swamp. Its oddly decorated lighthouse is its main attraction that people like to see. Lady Delphine is a ½ water elemental Elemental Savant who runs the city (her parents were great adventurers and took over leadership after destroying a group of Kuo-Toan pirate rulers). A group of wet behind the ears pirates are making her life difficult. Their leader is never seen and they are starting to take the city from her grasp …

NPCs of Note: Pirate Guild Leader (Locathah Rog 7/Dread Pirate 4), Lady Delphine (Water Gensai Wizard (Conjurer) 10/Elemental Savant 5

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Name: Aphis Size: Large Town Population: 3.112
GP Limit: 3.000 GP Assets: 466.500
Active Guards: 311 Constable: Highest Warrior
Power Center(s): Duke Stry Fennario - Psi Warrior (Magical)
Power Center Alignment(s): LN
Power Center(s) Authority: Middling
Power Center(s) Rule: Popular
Citizen Alignment(s): LN

Features: Stry Fennario rules the town of Aphis much like the military. If you are weak, you have no place here. Most mages that come from here are battle mages and tend to be just as tough as the fighters. Stry poses as a High Mage who is now a fighter. No one knows his true secret of being a Psi Warrior.
NPCs of Note: Duke Fennario (Psi Warrrior 14)

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Name: Anthelion Size: Large Town Population: 4.613
GP Limit: 3.000 GP Assets: 691.500
Active Guards: 461 Constable: Highest Fighter
Power Center(s): Lady Cynthia James (Monsterous Magical)
Power Center Alignment(s): LE
Power Center(s) Authority: Assured
Power Center(s) Rule: Coerced
Citizen Alignment(s): LE

Features: An enchanting witch is who rules this town and she rules with an iron fist. A disguised medusa by the human name of Cynthia James, is a noble woman medusa who has studied the arts of Enchantment. The only religion prevalent in this town is to the goddess Flora and everyone worships the serpent side of her. This is true to a point. They are all worshipping a Medusa goddess by the name of Shekenster. People in this town have been ‘brainwashed’ into doing as their lady says, usually conniving and enchanting passerby’s to get what they want or need.

NPCs of Note: Lady James (Medusa Wizard (Enchantress) 7), High Priesstess Shakkazaahd (Cleric 10, Snake Servant 5)

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Name: Geo Size: Small Town Population: 1.675
GP Limit: 800 GP Assets: 67.2000
Active Guards: 167 Constable: Highest Fighter
Power Center(s): Lord Gea (Conventional)
Power Center Alignment(s): NE
Power Center(s) Authority: Shaky
Power Center(s) Rule: NA
Citizen Alignment(s): NG

Features: Lord Gea decided to come in and try to usurp the throne of Lord Urth and succeeded. Lord Urth however wasn’t defeated by death. He escaped and has been living in disguise amongst his people. With prophets prophesizing and things coming to pass, the current prophecy about Gea’s fall has a lot of people’s morale up and Lord Gea’s authority waning.

NPCs of Note: Lord Gea (Fighter 17), Lord Urth (Rog 5, Fighter 12), Prophet Mikael Thomasson (Cleric 7, Wizard (Divination 7))

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Name: Yur’ae’Neus Size: Small Town Population: 1.521
GP Limit: 800 GP Assets: 60.800
Active Guards: 152 Constable: Highest Warrior
Power Center(s): Mayor Suzanne Appleblossome (Conventional)
Power Center Alignment(s): CN
Power Center(s) Authority: Popular
Power Center(s) Rule: Middling
Citizen Alignment(s): N

Features: Mayor Appleblossome rules the mainly gnomish and hafling town. Known for their summer festivals and autumn festivals and winter and springtime festivals, this is a pretty chaotic and jovial place. People tend to be rather chaotic in their planning of everyday going ons but lately, a group of elves have come in and started preaching about Order. They call themselves the Bringers of Order.

NPCs of Note: Mayor Applebee (Aristocrat 3, Rogue 8), The Bringers of Order (any Paladin, Cleric or Druid)

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Name: Oread Size: Large City Population: 16.754
GP Limit: 40.000 GP Assets: 33.500.000
Active Guards: 1.675 Constable: Highest Warrior
Power Center(s): Mayor Wilkens (Conventional), Brother Francisco (Magical), The 5 Justices (Nonstandard)
Power Center Alignment(s): Mayor - LE, Brother Francisco - NG, The 5 Justices - NE
Power Center(s) Authority: Mayor - Middling, Brother Francisco - Tense, The 5 Justices - Assured
Power Center(s) Rule: Mayor - Coerced, Brother Francisco - Popular, The 5 Justices - Coerced
Citizen Alignment(s): NE and NG

Features: The town of justice is what Oread is known for. But lately, its become quite corrupt. The 5 Justices known for Truth, Honesty, Equality, Law and Vindication. As of late, many who are dragged before the Justices have accused them of Falsehoods, Deceit, Trickery, Fraud and Betrayal. One light of hope shines in the city though. Brother Francisco deLargio. The sole member of the Church of Veriday. Many of lost their hope and faith in Justice but he keeps it alive by spreading her word. The Mayor and the Justices cant do anything outright because of church dogma, but they are trying.

NPCs of Note: The Five Justices (Cleric 10/Expert 5), Brother Francisco (Cleric 17), Mayor Wilkens (Aristocrat 7, Sorcerer 5)

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Name: Satyrn Size: Large City Population: 21.678
GP Limit: 40.000 GP Assets: 43.360.000
Active Guards: 2.168 Constable: Highest Warrior
Power Center(s): FAN - Local Farmers Guild (Nonstandard), Jordia the Druid (Magical), The League of Merchants (Nonstandard)
Power Center Alignment(s): FAN - LG, Jordia - NG, Merchants - LE
Power Center(s) Authority: FAN - Tense, Jordia - Shaky, Merchants - Assured
Power Center(s) Rule: FAN - Coerced, Jordia - Popular, Merchants - Popular
Citizen Alignment(s): LN, LE

Features: Satyrn is known for its wealthy, abundant supply of fruits, vegetables and other goods the farmers grow for money and trade. The League of Merchants is imposing high taxes and dealing with Fool’s Gold but no one seems to be listening to the F.A.N (Farmers Agricultural Needs). People seem to think they are the liars and trying to rip them off. No one however has asked the silent Jordia on things as she is always seen in the company of the merchants.

NPCs of Note: Jakob Neil - FAN Leader (Expert 16), Jordia (Druid 10, Verdant Lord 4), Sillius McGee - Leader of the League of Merchants (Expert 15/Rogue 3)

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Name: Avernus Size: Small Town Population: 1.300
GP Limit: 800 GP Assets: 104.000
Active Guards: 130 Constable: Highest Level Fighter
Power Center(s): Senator Hiral Wright (Conventional)
Power Center Alignment(s): CN
Power Center(s) Authority: Assured
Power Center(s) Rule: Popular
Citizen Alignment(s): CN

Features: The wildly chaotic town of Avernus explains everything from ‘Reversal of Roles Day’ to ‘Topsy Turvey Day’. Not much can be said about this town except the chaotic citizens love their chaotic leader. Some houses have added floors going no where and doors within doors within windows. Nothings is for certain in this strange little town.

NPCs of Note: Senator Wright (Expert 10, Aristocrat 5)

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Name: Sol Size: Metropolis Population: 35.036
GP Limit: 100.000 GP Assets: 175.200.000
Active Guards: 3.504 Constable: 2nd Highest Fighter

Power Center(s): The Morning Lords (Conventional), City Council (Conventional), Heralds of the Morning (Magical), Lord Soliel (Conventional)

Power Center Alignment(s): The Morning Lords - LG, City Council - LG, Heralds of the Sun - N, Lord Soliel - LG
Power Center(s) Authority: Morning Lords - Middling, City Council - Middling, Heralds - Assured, Lord Soliel - Assured
Power Center(s) Rule: Morning Lords - Popular, City Council - Popular, Heralds - Coerced, Lord Soliel - Coerced
Citizen Alignment(s): LG, N

Features: Sol, the Land of Eternal Sun. Lord Soliel rules the town with an iron fist. He has the City Council to help him with that. And the Morning Lords. The Morning Lords are his military might and strength while the City Council is his diplomatic and law making force. The Heralds of the Sun are a fanatical religious group that is sweeping the city forcing people to listen to their pleas. They speak of a time with no sun and how that could happen again and how they must prevent it or the evil that shall descend will kill them all.

NPCs of Note: Lord Soliel (Fighter 10/Cleric 5), Sir Frankyr Risingsun - Leader of the Morning Lords (Cleric 5, Fighter 5, Morning Lords 10), De’launna Brightstar - High Priestess of the Heralds of the Sun (Cleric 15/Herald of the Sun 5)
 

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