Setting
The planes of existence
The great serpent eating it's tail.. Rem looked on as the time stream
swirled and cascaded along at an impossibly slow pace. His vantage point
from the fifth dimension allowed him to see all of space and time laid
out before him. In an instant he could arrive at any time in the Long
history of Dio. The ages stretched out before him like a book, open for the
reading.
Rem intrinsically understood the fabric of reality, it had been a favourite
subject when he still walked as a mortal. Full understanding was always just
out of reach then, but now he grasped it fully. The universe, was not
infinite after all, the dimensions of space indeed have bounds, though those
bounds are so large that they may as well be infinite, thousands of billions
of worlds exist in this vast space, millions of those have had the seeds of
life sown upon them and a few thousand of them are home to the races of men
and their ilk. Only a handful of these worlds contain enough of the first
thought to give rise to magick he mused, only these few perpetuate the
game...
Rem's thoughts turned back to the scene before him. His magnificent mind
focusing once again on the fabric of reality, even now he still marvelled
at the beautiful harmony of it all. The first three dimensions of the
universe, the space, inextricably interwoven with the infinite figure eight
of the fourth dimension, time, this made up reality, or at least the part
of reality that he'd come to understand as a mortal. Rem was now aware of
the higher dimensions, and the alternate realities, some of them close to
the universe, shadowing it, like the ether, the closest of the planes and
others like the homes of the gods themselves, heaven and hell, and his own
realm all interconnected by the great serpent of time but all distinctly
different, varying in size and design, these alternate realities could be
journeyed to by those with sufficient power to traverse the fifth dimension,
the way between the planes. Rem had a vague awareness of alternate time
streams somewhere across the sixth dimension, complete with many realities
like his own beloved time stream, he was also aware of ways to travel
between these time streams, but he dared not venture beyond this reality
for fear of upsetting some unknown balance, or perhaps inducing his own
destruction or that of reality itself.
The universe is not made up of just the things we know about, indeed their
is much of existence that we cannot perceive at all. The most frequented of
these places is known as the nether realm some call it the astral plane
others still call it the vale. The nether is a sister plane to ours, it
touches our reality at all points, it takes it's shape from our reality,
though some parts of it are different. The nether looks like a dark, dead
version of our own world, all the buildings are the same, everything is the
same, except their are no native inhabitants, the nether is desolate,
without life. The only creatures you are likely to meet in the nether are
the dead, indeed, many restless souls exist in the nether, this is where
the faithless come, those who die without beliefs, they exist in the nether.
The nether realms can sometimes touch our plane to closely, sometimes the two
overlap and the dead walk freely within site of mortals, the amount of
overlap determines how much interaction can occur between the living and
the dead, total overlap would be dangerous as it would allow the dead to
return to our world.
Beyond the nether realm lie the other planes of existence, dimensional gates
can be opened using powerful magick to gain access to these distant
realities. But mortals rarely walk these paths, the magicks needed are
godly in nature and haven't been known by mortals for many millennia.
Only a single planar boundary can be crossed at a time and it involves
traversing along the fifth dimension, the road between the planes. There is
one notable exception to this rule and that is the boundary between the
universe (our plane) and that of all the others, two boundaries must be
crossed here for our universe is inextricably tangled with the nether realm.
The other planes are the homes of the gods, heaven, hell, the vast reaches
of infinity. Many of the far shores of the planes are not even known to the
gods, they lie far along the fifth dimension awaiting discovery.
Magick
Dio is one of the few places in the universe that magick is an intrinsic
part of, in fact, Dio is the most magickal place in all existence.
This presence of strong magick, woven into the fabric of reality has had
a profound effect on the creatures evolving within it's influence.
Magick provides a way for the more traditional laws of nature to be
circumvented, perhaps even changed completely, this has resulted in bizarre
creatures that simply could not exist without magick.
Dragons roam the skies on wings strengthened with magick, fae fill the
forests, living out their immortal lives.
All of the intelligent species on Dio periodically give rise individuals
born with magickal ability. Indeed in the human population we call these
creatures magi or wizards.
Topology & Climate of Dio
Dio is roughly the same size as earth, the continents are small and numerous,
clustered into the eastern world and the western world. Two great oceans
separate the hemispheres, deeper than earths oceans, they harbour great
monsters of the deep. Massive ice sheets extend from the polar regions, much
bigger that earths current ice caps, they occupy some 40% of the surface.
Dio's climate is similar to that of earth during the last ice age,
ranging from temperate climes around the equator to icy tundra at the foot
of the great walls of polar ice.
The island kingdoms
...I spent much of my time exploring our own island kingdoms, while the
kingdoms are not large those who preside over them are indeed powerful!
My trist in our beloved kingdoms lead to my discovery of the arcane. My
findings both shocked and surprised me, the kingdoms host the new seat of
evil in the world; darkest Daergoth in the north, the lichking
bereghast rules there commanding his army of dead. Far to the south is
the grand "Academy arcanum", a magnificent magickal place
found only by the initiated, it lies on the edge of the old forest, here
spell weavers of all kinds gather to learn and to teach, all of the
realms of five magick are studied all of the various schools are taught
and welcomed, a strangely fascinating place indeed. These are but two of
the wonders I have discovered right under our noses, here then are my
accounts of the rest of my findings...
The kingdoms
The lands within the island kingdoms make up a rich tapestry of culture,
each with it's own rule and independence now that the Empire of Ka is but
ashes and memories. Their are two main land masses and many smaller ones,
it is the smaller ones that give the region it's name. The smaller of the
two large islands is roughly equivalent in size to the largest of the
British isles.
Southhold
Southhold was once a collection of Karian provinces, each ruled by local
lords who reported directly to the emperor. Now all of Southhold has been
united under the banner of a new king. Here lie the last vestiges of
civilisation on the main island. Southhold no loger models itself on the
former empire, new laws and new rulers have been developed in these times of
war against the shadow. The people of Southhold have a practical air of
nesscessity about them and many have dispensed with the old ways in favour of
survival.
Daergoth
Daergoth is the newest kingdom, if one could call it that. The legions of
the damned spilled into what was once northern Ka and overran it completely.
Only those with long memories recall a time when Daergoth was a beautiful
land of plenty. Daegothian land weeps, tormented by the presence of evil.
Norland
The barbarians of the north are a proud people who inhabit the mountainous
region north of Daergoth. Indeed the barabarians are the only inhabitants of
the area that survived the initial onslaught of the legions of the damned.
The Norlanders are traders and warriors who place personal honour before all
other forms of wealth.
Azadar
The realm of Azadar is an old forest, indeed it is the oldest forest in the
kingdoms. Azadara is the home of the Fae folk a magickal collection of races
that are amongst the oldest known. Chief amongst the Fae are the elves, an
ancient immortal race of that bear a striking resemblance to humans except
they have fair complexions and they are without fail exquisitly beautiful by
human standards. Elves have lithe long limbed and slender bodies and finely
chiselled features. The forest of Azadar consists of huge old moss-wraped
trees and sunny glades, it's ways are notoriously difficult to navigate with
many swearing that the trees actively direct your path where they want you to
go rather than you having any will of your own!
Vilak
Vilak is one of the smaller islands in the kingdoms, it holds true to the
letter of the law of the former empire. It is the last true vestige of Karian
power and influence. Many of the wealthy Karian lords fled here by ship
during the comming of the shadow. Vilak does not recognise the sovereignty of
Southhold and indeed is often openly hostile to it. Fortunately for Southhold
Vilak is something of a toothless tiger as the few remnants of the Karian
forces based here are little match for the battle-hardened armies of
Southholds shadow guard.
Laethany
Laethany is an island steeped in mystery and magick. The surrounding waters
of the island are shrouded in thick mists that hide the jagged rocks that
have sunk many a would be explorer. A people of Laethany are few, they are
scolars of the forbidden arts of magick. The Laetians welcome all
practitioners and scholars of their art and hold no predjudice against any
sort of magick. The island itself is a craggy place with a citadel at it's
center, the citadel is a grand place populated by wizards and witches of all
races and creeds, priests of the neutral gods ply their trade here without
opposition. Laethany is the most well adjusted, safe and content place in all
of the kingdoms, people by free-thinking and tolerent individuals who are
mostly engrossed in their studies few of them even bother to lock their doors
(not that their is much point when most of you neighbours can teleport).
Their are nefarious asects to the Laethian society but these are regarded as
just as nessecary as the rest and most leave each other alone.
Trollheim
Trollheim is the home of the trolls. Trolls are stocky, long haired and
bearded. The have rugged facial feaatures and strong jaw lines. They have
lived in the mountains of Trollheim since befoe the kingdoms existed. The
trolls (also known as dwarves by some men) are amongst the best craftsmen
alive. Legend has it that they crafted Rem's staff before he imbued it with
it's magickal powers. The trolls of trollheim are largely cloistered and
untrustworthy of the other inhabitants of the kingdoms. Trollheim does have
it's fair share of adventurous inhabitants who venture out into the world
seeking trade with the rich for their precious wares.
Eithelron
Eithelron was the original Karian adversary. Eithelron clung desperately to
it's culture under years of Karian onslaught. The fight of the Eithelronians
was long and hard and indeed a cheer rippled through Eithelron when the
empire fell, but now many who realise what has befallen the world would
rather have the old enemy back. At least te Karian army could be killed!
The people of Eithelron are members of a once great culture that ruled
supreme before the rise of Ka. Many kept the old ways alive especially
amongst the ruling class and Eithelron is one of the few places outside of
Laethany where wizards are tolerated. Eithelron has long established trade
routes with the Trolls and the people have a deep reverance of the Trolls and
other Fae folk.
A brief history of the kingdoms
**Extensive section explaining the origin of the kingdom and what
made it what it is today.
People
**The social order of the kingdoms, who owns what, who's who... kings,
queens, barons and knights... what makes society tick?
Life in the kingdoms
**What is it like to live in the island kingdoms as an adventurer...
Guilds
**The guilds the players could join, essentially the careers available
to alter-egos...
Factions
**The various organisations that exist and the loyalties of each, wizards
witches, knights, law, chaos, good, evil...
Law & justice
**What is "wrong" in the common laws of the kingdom, what are
the punishments for various crimes...
Goods & trade
**Shopping list, quality as a concept applied to stuff you buy... making
things and price lists for equipment of all sorts in rural and city
settings...
Artefacts
**Legend of magick items that exist in the kingdoms... enter excalibur :)
Relics
**Religious artefacts that are known to exist... this is a chance to add
flavour to the setting!!! think fountain of youth, golden fleece, holy
grail...
Creatures
**Regular bestiary found in rpg's the world over... damn this is gonna
take a while...