ry's published settings jam

Ry

Explorer
My newest campaign is a mashup of a LOT of different material, which I'm using both as a regular drop-in campaign for my old crew and as a sandbox to test my new game's rules at local gaming meetups.

Of the information presented here so far, the setting uses ideas from the following sources:

Monte Cook's Ptolus
The Forgotten Realms
Lords of Madness
Deities and Demigods
Eberron
The Shackled City Adventure Path
The Astromundi Cluster
The Malazan Book of the Fallen

I hope this thread will be a good source of ideas and a resource for people who want to mix up many different elements when making their games.

I will sometimes go back and add or update old topics - I'll keep a changelog in this post.

03-Jun-2007: Updates with unusual religions and lots of work in the Planar History section under the aboleths.
04-Jun-2007: More Planar history
06-Jun-2007: Origins of Water Street

How I run this:
Right now I'm using the rules from an RPG I've been designing and playtesting on and off for a few years. If I were to use d20 for it, I would keep the game capped at level 12, after which characters could earn additional feats as per my "Epic" 6th-level rules. For the biggest, baddest, toughest monsters / gods out there, I would use big, bad, tough monster stats. For example, Kord would use the stats of a Titan, Pelor would use the stats of a Solar, and Tiamat would be a Colossal Red Dragon with the multi-headed template.
 
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Design Theory

When making a setting from different sources, there are 3 competing considerations:

1) Coolness.
2) Compatibility with outside material.
3) Ease of comprehension for new players.

For reasons detailed in this thread, there will be regional maps in this setting but no complete maps of any world or plane.
 
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Religion in the Mashup

Ptolus will be the hub of my campaign, and more specifically, Water Street in the Guildsmen's district.

[sblock='Origins of Water Street']Let me tell you about Water Street.

So I'm setting up my new campaign, and I've pulled things in from several different sources, and I'm prepping like mad before my players show up. I've got Ptolus, but I'm not sure if I should use it, not sure if what I want to do fits with the city.

To give the players something to work with, and to create a kind of anchor for the campaign, I've decided to get them to all create characters that have some kind of association with an orphanage.

So I'm thinking (partially out loud) as I'm getting the campaign ready, and my wife is cooking in the kitchen. Here's my thought process:

Why not use the Lantern Street orphanage from Shackled City? That lets me use Shackled City plots which I really like, and they work in any city with a bit of fudging for the volcano. But I also want the players to get out of the cities sometimes, and my preferred method is boats. So let's put docks at the end of the street... and a lighthouse. That way the street is exposed to the sea, and there's fun locations if battle starts there. I want it to be out of the way so guards and such aren't plentiful, so it has to be in a somewhat poorer area, fewer guards there. My second adventure has a fair, so I want some parkland nearby... so I figure a dockfront street south of the city. Since I'm not in Cauldron, there's no need to call it Lantern Street, and a dockside street in such situations would probably be called Water Street or something. A few smaller ships can unload here to try to skirt some of the city's taxes, and there will be warehouses and a run-down inn there too. The Water Street Orphanage has a good ring to it.

Now I'm agonizing over which city to use. I've got maps of Sasserine, and a few other cities in front of me. Ptolus is cool, but of course Water Street, as I've imagined it, won't fit there.

That's when, hearing me going over this out loud, my wife walks up to the gaming table where I'm prepping, looks down at the map, and says. "Isn't this Water Street here? And isn't that a lighthouse with a park around it?" (See the map, it's south of the docks and south of the warrens)

It's perfect. But it left me thinking... "How the hell did Monte know I was going to need Water Street, with a park around it, and a lighthouse, and... Holy crap. This city's amazing. Plus, my wife has super non-gamer gaming powers... and those sandwiches she made look delicious."[/sblock]

There will be a few competing faiths in the campaign, which matches a lot of outside material. These include Lothianism (a Ptolus analogue of Christianity) and three flavors of D&D-style pantheon worship: Angelic, Demonic, and Fey. Ancient, exotic, or esoteric religions and philosophies will also be part of the campaign, but not as central.
 
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Lothian's Backstory

As mentioned above, Lothianism is going to be one of the major religions of my campaign. The church of Lothian is Monte Cook's analogue of Roman Catholicism, and having it in the campaign - even alongside other faiths - adds compatibility with material that uses Catholic motifs or requires a powerful medieval church.

At the same time, Lothianism doesn't jive with me on the "coolness" factor - the material in the Ptolus hardcover suggests that Lothian was a PC adventurer who found a way to become a god. After establishing a sizeable cult, Lothian began speaking out against Castian, a lawful good god of life. Characters fighting for Castian nearly stopped Lothian's ascent, but were tricked in the end into bringing about his godhood. That sounds like a villain from a Conan novel more than a being worthy of worship. I want Lothianism, even if corrupt, to be centered on something good, so I tried writing a different backstory for Lothian, which also rewrites the story of Castian's end.

FYI: This is a short story designed to make Lothianism more appealing to game masters. That's different from straight-up game material, which I will return to later. This is designed to fix the "coolness" factor for Lothian, though what I think is cool may be wildly different from what you think is cool.

[sblock]Castian was a good Prustan god of life and kingship, known as the King-God. He was noble and just, but - being a god - saw humility as an affectation, and believing his own view of the good to be on the order of his mighty powers, often inadvertently caused strife and violence in his quest to rid the world of evil. However, Castian was an incredible tactician, defeating evil time and time again when it arrived on his doorstep.

Lothus was a beggar and a thief among the Prustan cities who had no interest in religion until the day he saw seven stars through the Ankh of Castian, the largest and holiest relic of the ancient Castian faith. Lothus began to do good works, and after many years gained a few followers, though he did not ask for them. All he would ask of his followers was that they cared for their souls, which when cleared would show the needs of the good.

Lothus began to care for the most desperately afflicted in society - those vagrants and minor criminals who had been infected by terrible diseases, but which the church of Castian had rejected on account of their past evil acts.

Accused of being a criminal and a carrier of disease, Lothus was cast out of the Prustan cities. Many tales of Lothus' path to enlightenment have been lost, but they are tales of the striving of a student of wisdom - not an instant master. Most importantly, even where they show Lothus as fallible, they expound his boundless compassion.

At some point, however, Lothus saw injustices committed in Castian's name, and saw that the god could be unjust, despite his power and goodness. When he returned to the cities, his followers asked him to teach them, and - feeling he had learned enough to teach - he finally relented. But Lothus went further than to preaching that the gods were fallible - he attempted to preach this doctrine to the gods themselves, even in their own temples. He preached that it was not any one man or god, but the agata, or "the good" that all things must strive to follow, regardless of their might or weakness. This angered the priests of Castian, who called Lothus a heretic and drove him from the Prustan cities. Lothus had few followers, but those followers were persecuted by Castian's church in the name of strenghtening the forces of good.

Lothus was not to be dissuaded, and had learned from his time in the cities to find the signs that Castian was listening. In trying to teach Castian of the good, Lothus endured many trials - the King-God drove Lothus from the mountaintops and forests and temples whenever Lothus could find the god listening.

All the while, Castian's great wars had finally unified his enemies against him, and a great Sea God joined ranks with the demons who fought against Castian's forces in this world and the next.

With so many foes arrayed against him, Castian's forces were slowly whittled away. Castian's mastery of tactics saved many soldiers, but they also showed Castian that his time was running out. As the war went on, defeat became assured unless drastic risks were taken. Whereas once he had lead armies, Castian left his people to rout and retreat, taking up a dark cloak to hide his divinity as he struck the enemy gods like an assassin.

The floods of the wretched Sea God eventually came to Castian's holiest city, where Lothus attempted to defend the multitudes abandoned by Castian's now negligent priests. As demons were borne into the city by the Sea God's tide, Lothus was taken prisoner.

Seeing Lothus' untarnished goodness, the demons delighted in blinding him, cutting out his tongue, and crucifying him upon the very Ankh of Castian that had inspired Lothus the beggar so many years before.

The greatest of the demons gathered with the Sea God to watch the tormented prisoner writhe on the Ankh. Though repulsed, the Sea God hardened his heart against this sight, for he knew that without the demons he could not battle Castian, who had humiliated him with past defeats. While Lothus hung upon the Ankh without fear or anguish, the demons feared that they had acted too quickly, and their prisoner had succumbed to shock. So they waited for their prisoner to realize his fate, believing delectable torment would soon begin.

Now Castian had come to his city disguised, to assassinate the great Sea God. As he approached, he payed little attention to the carnage around him - a city that was literally drowning, like half of the Prustan nation, in the onslaught of the Sea God and the demons. But as he reached the great square of the Ankh of Castian, he saw Lothus, not writhing, but staring with intent and purpose directly at the King-God. Lothus' head, within the circle of the Ankh, was haloed by seven stars, a perfect circle completed by Lothus' sightless eyes. In that moment, Castian understood all that Lothus had said, and saw the path of compassion open before him.

Surrounded by demons, Castian removed his cloak, and offered himself in exchange for Lothus' release. The demons, hardly believing their fortune, quickly accepted, and it was the Sea God himself who mounted Castian upon the Ankh crucifix. The demons, now with both god and prophet at their mercy, did not release Lothus, but rather kept him alive, torturing both man and god to the point where both would expire. But neither cried out, and Lothus and Castian continued to gaze at one another, even after the frustrated demons plucked out Castian's eyes. Being demons, they could not see the light emerging from Castian's eyes, but the Sea God was perturbed by what he saw as a searing brightness that seemed to emerge there.

How long Lothus and Castian endured at the Ankh cannot be known, for the skies had been blackened by the soot and storms of the demonic army. But it came to pass that the demons realized that Lothus had survived far too long - and that the god of life upon the Ankh was sustaining him. "DO YOU ENJOY HIS TORMENT AS WE DO?!" screamed Baphomet, the most powerful of the demons "WHY DOES HE STILL LIVE?" Castian's reply was barely a whisper, for the god, his sightless eyes fixed on Lothus, was himself about to expire. "He remains so that I might learn."

Filled with a sudden terror which they could not name, the demons set upon Lothus in a frenzy, tearing him limb from limb, sundering his skull, and rutting in his blood. But the heart of the Sea God sank, for the light that had been in Lothus' eyes now moved freely to Castian. Joining now in a perfect perfect circle of eleven stars, the Sea God looked about him and in the bloodsoaked ruin of this flooded and demonwracked city, saw that he was damned, and struck at Castian with desperation. Castian was rent asunder, and in that moment died a true death. But rather than extinguishing the lights within the Ankh, they only grew, joined, at last, but a twelfth star that emerged from where the Sea God's trident had pierced Castian's heart.

In the light, some of the few wretched human prisoners saw Lothus, and some saw Castian. The prophet-god's gaze fell upon the demons, and they became only dust. The Sea God, wretched and weeping, prostrated himself, asking "What are you, God of Gods?"

The light replied: "I am nothing."

The Sea God fled.[/sblock]
 
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Other Religions

Like Ptolus, Greyhawk, or the Forgotten Realms, there are many gods in the mashup setting. These are roughly grouped in three: The Angelic, the Demonic, and the Fey gods.

The Angelic gods, or simply, the Angels, are a hierarchy of Good gods from a variety of settings. Although their churches may clash, these gods themselves are rarely at cross purposes. The Sun Angel Pelor rules this pantheon, with the Moon Angel Selune at his side. The Death Angel Kelemvor is one of the other great powers of the Angelic pantheon. Some Lothianites believe the Angelic gods are servants of Lothian, while Angelic churches typically depict Lothian as a lesser Angel of teaching and foresight. The Angelic pantheon will also include the greater angels depicted in Anger of the Angels.

The Demonic pantheon is made up of various demon lords and devil-gods who war incessantly among themselves and with the world. The Demonic pantheon shares many links with the Angelic pantheon, for several of its members were once Angelic creatures who were expelled from the Angelic pantheon after a terrible transgression. Major forces among their number include Baphomet, Demogorgon, Dagon, Orcus, Pazuzu, Malcanthet, Vecna, and Graz'zt. Many of the Demonic pantheon trace their lineage to the Galchutt, or Elder Evils, who will be detailed later.

The Fey pantheon is not a pantheon at all - no unifying principle connects these gods, who range from rogue gods like Olidammara or Kord to elemental lords like Yan-C-Bin.

How this helps compatibility and comprehension:
[sblock]The three pantheons allow me to use practically any mainstream d20 source for ideas, and allows those ideas to have a reasonable backdrop of interaction.
A new player in my campaign might not have been with the party through its battles against the minions of Graz'zt, or their encounter with the angelic Razael, but once the player hears the words "Demonic" or "Angelic" they know the most important thing about the situation.[/sblock]
Esoterica: The Cult of the Runegod
[sblock]The cult of the Runegod is an obscure Angelic faith, which teaches that the Angels follow the plan of a benevolent divine force that cannot be expressed as a person, but only as a kind of transcendent being made of symbols (often translated as the Runegod). The Runegod is the force of prophecy, and they believe it was the Runegod that somehow performed the first Planar Catalysis, trapping the Elder Evils and giving birth to the world. Though the Angelic faiths dismiss the cult, and the Lothianites dismiss or persecute them, there have been a few occasions where individual Angels have made common purpose with the cult of the Runegod.[/sblock]
Esoterica: Chaos Cults
[sblock]Some mad fools, in their quest for power, truck with the lords of madness we call the Elder Evils. These include creatures known as the Galchutt, the dark being Tharizdun, and the terrible creators of the aboleth. The most alert of such beings have been imprisoned, and you can thank the gods for that, for if they were released the stitches which bind these worlds would come undone. Various 'Chaos cults' such as the Tolling Bell are the vanguard of these seething, hateful god-monsters and they have sired many races of demons. Those who study the Elder Evils claim they come from a writhing, unfathomable depth of the Dreaming, known as the Far Realm.
88090.jpg
[/sblock]
Exotica: The Temple of Taiia
[sblock]The faith of Taiia dwells on another world, where the sun goddess is worshipped with almost desperate fervor. Taiia's worship is near-universal in this world, Iatta, which is politically dominated by the mask-obsessed Antilan Empire. Taiia embodies both the creative, life-giving elements of the sun, as well as the eventual destruction of the world that she will wreak. The world of Ianta, over which Taiia soars, is another result of Planar Catalysis, although the circumstances under which the creature who became Taiia accomplished this feat are unknown.
Taiia is taken from the back of Deities and Demigods.
Taiia_p204.jpg

The traditional weapon of Taiia's holy warriors is called in other lands a "Gladiator's Friend". Tetsubo graciously drew one up for me in his new weapon sketches thread :
attachment.php

The blade is the sun/creator aspect and the spike is the night / destroyer aspect. You can imagine a ceremonial guard holding it vertically, changing it up depending on whether it's day or night.[/sblock]
 
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Cosmology

I'm adapting elements from a few different cosmologies here, and using material I wrote separately to flesh it out.

The Dream is a combination of Limbo, the Ethereal, and a few other dreamscape concepts from various authors.

Within the Dream, there are the realms of various gods and demons, but the oldest of these is the Maw. The Maw is drawn more specifically from the Abyss, but in the beginning was the home to Elder Evils like the Galchutt.

The most easily accessible region of the Dream is the Shadow Realm, whose dominant power are the Rakshasa and their Night Hag allies.

The Void is the Astral plane, although instead of being a silver void it is a starry expanse like the depths of space (albeit with survivable ambient temperature and pressure).

How the Dream, the Maw, and the Void work for compatibility:
[sblock]Any outer planar or inner planar content works in the Dream, in the same way as the Countless Worlds cosmology from Beyond Countless Doorways. Similar planes should be grouped together, just as the most awful planes are grouped together in the Maw. The Void provides a kind of planar "back door" where transportation can occur between worlds without entering the realm that angels, demons, and others have to cross as they travel from place to place.[/sblock]
Planar Catalysis
[sblock]Material planes are created when a Seed of the Dreaming is brought to the Void. The process creates a bridge of sorts between the Dreaming and the Void, and that bridge is a world. The term for this event is Planar Catalysis. Each Planar Catalysis has been a momentus occasion in the long history of the universe, as each one birthed a world.[/sblock]
Encounters in the Void
[sblock]Githyanki space pirates
Illithids
Asteroid fortresses
Neogi slave traders
Dead gods[/sblock]
 
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Planar History

Here's the three lines that opens the campaign setting's creation myth:
[sblock]Before the beginning, there was the Dream, for the Dream has neither beginning nor end.
At the beginning, there was the Maw, for in the Dream there are sometimes nightmares, and there they dwell.
In the beginning, there was the Void, and we knew it because it was not the Dream.[/sblock]
The first Catalysis trapped the Elder Evils, and created the world that would later be known as Lirani-Og (the campaign's main world).
[Sblock='Lirani-Og']With the creation of Lirani-Og came the birth of the original angelic goddess Selune and her sister the Fey goddess Shar, also known as the Mother Light and the Mother Darkness.[/sblock]
Once the Elder Evils were trapped, other factions from within the Dream touched off the War of Law and Chaos.
[sblock='The War of Law and Chaos']The Wind Dukes of Aqaa and Obyriths such as the Queen of Chaos are contemporaneous with the first Planar Catalysis, having existed in the Dream for long before. The Vaati / Wind Dukes revered the concept of Law, but this word might be better translated as Runegod (see Esoteric Religions, above). The Wind Dukes attributed the sealing of the Elder Evils after the first Planar Catalysis to 'Law', so defined. This belief may have been shared by the forces of Chaos, and if so, was an antagonizing factor in the conflict.[/sblock]
The war of Law and Chaos awakened the three primordial dragons, and they too performed Catalysis, creating the world of Cidacor.
[sblock='Cidacor']These 3 beings were Tiamat, Chronepsis, and Bahamut. Cidacor has a lot of parallels to Krynn, but with even more dragons.[/sblock]
One Catalysis is entwined with the origins of the illithids, which is inspired by an idea by Mouseferatu that spawned from Lords of Madness.
[sblock='Aedesce']After the trapping of the Elder Evils, as the war of Law and Chaos raged, the aboleths, spawn of the Galchutt and in service to Dagon, were flung into the void and searched for many years for the prison of their masters. In time, they came to Lirani-Og, and were disgusted by the presence of Mother Light and Mother Darkness.

Still, the aboleths were in no hurry to release the Elder Evils, or depart from the world. Instead, they built a great empire beneath the waves of the primordial sea, and there created many of the aquatic creatures that dwell there to this day. In time, divinations told the aboleths that their titanic empire would one day end, and to escape this coming cataclysm, they engineered another Planar Catalysis. Ironically, it was this event that destroyed the Aboleth empire, but it was not entirely a failure. A world was created, but only a small number of Aboleths survived to enter that realm. This new world, with far fewer aboleths, had grown a life-force of its own, and this force, wounded by the Aboleths' attempt at Catalysis, awakened. Plants, animals, and other forms of modern life began to flourish across the world.

Meanwhile, The Aboleths' new world advanced through its timeline far more quickly than its neighbour planes, and the aboleths found themselves unable to contact other planes.
The world they created was dimly lit with fens and bogs and many races suitable for becoming slaves - it was ideal for the aboleths' habitation. Eons passed, and again the Aboleths rose to power over their created world. The Aboleths dominated this life, but mourned - if an aberration can be said to mourn - the loss of so many memories with their lost kin. New methods of preservation were discovered, and eventually these Aboleths created the first Elder Brains. Meanwhile, the aboleths nurtured life on their world to the point of sentience, and in time found themselves awash in new breeds of slaves. With slaves that finally possessed minds of their own, aboleths rejoiced, and began to work strange magics to bend and warp these slaves into different forms.

As the aboleths' perverse mutations were perfected, they began to turn their powers on themselves. In time, the race fractured, one species occasionally rising in dominance over the others - but largely leaving a core of sea-bound Aboleths beneath the waves, while more freakish monsters were driven onto the land.

But the world was flawed, and after many ages, despite the Aboleths' greatest efforts, it began to die. First came the poisoining of the seas - and the Aboleths trapped there lost their intellects, becoming hardly more than beasts. But the most freakish, landbound aboleths - now calling themselves Mind Flayers after their unspeakable ceremorphosis - discovered a method of escape. They built great ships, and with their slaves (the giths) and memory keepers (the Elder Brains) crossed the barrier between worlds.

These are the Illithids we know of today - to them, this is as if they were thrown back into an ancient era, only to lose control over their most prized race of slaves.

Here is an adventure seed, to be developed later:
[sblock]Ever since being thrown backwards in time the elder brains have been increasingly suffering decay and paranoia. While most illithids are either too deferential or too quickly found out to address the problem, a handful of illithids are seeking information on the aboleths to discover what they can about how to repair the problem.

Of those, one has discovered the beginnings of a ritual that other illithids would call blasphemous: The devouring of an elder brain by a properly stimulated Ulitharid will result in the creation of an independent, aboleth-like creature with the inherited memories and psionic capabilities of the elder brain. But as this is a desperate gamble for an illithid even to research, it is most likely to be done by one dwelling apart from Illithid society - perhaps lurking in a major city such as Ptolus. Such an illithid would need to gather resources and information through agents - such as an adventuring party - and could easily disguise his intentions by posing as a human or elven wizard searching for possible aberrant danger.

Meanwhile, a mad council of elder brains plot a war of annihilation against the aboleths, whom they see as their only true threat.[/sblock]
And another:[sblock='Aedesce in the void']Fragments of the world of Aedesce float within the Void; these are home to horrible creatures of that dead world, ranging from vile aberrations to swarms of undead gith.[/sblock][/sblock]
Yet another Catalysis is attributed to great mystics, who created the world of Velne and would go on to become powerful Fey gods.
[sblock]Shortly after this Catalysis came the rebellion by Giantish and Elven peoples against their Rakshasa masters in the Shadow Realm.[/sblock]
Another example is the creation of the world of Esh, a large world of floating islands, which was created by the Spell Weavers in the great event that destroyed their civilization.
[sblock]Spell Weaver ruins can be found in many places on Esh, and this world is their most enduring legacy. Spell Weaver imagery features strongly in the religions of Esh's native Lizardfolk and Aarakocra. The few Spell Weavers that still live seek to unlock the powers their brethren undoubtably built into the world of Esh.[/sblock]
 
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If anybody wants to give me free wiki webhosting I think this puppy would make a lot more sense in that format. For now I'll keep to the sblocks of sblocking sblock method.
 


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