Darth (Campaign Seed)
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The DarthCampaign Campaign Setting. Before anybody says or thinks anything, the name is just something random I came up with in 30 seconds when I decided to post the unused scraps and pieces here for others to get some use out of.
As with most of my contributions to this site, this campaign setting was never even finished before being scrapped for various reasons. As such, it was never anywhere near completion at any point whatsoever. Linked to here are assorted bits and pieces that DMs and players alike may use in their own campaigns.
The Planes & The Gods
Most Deities are simply borrowed from other (official) settings and/or supplements. Unless specified otherwise, assume any given deity within the regular setting described in the core books other than Boccob exists in this one too.
Airships exist in this campaign, and are somewhat more advanced than their Eberron counterparts. However, the file must be located before it is added to this site for use.
Dragonshards from the Eberron setting exist here, and are in just as common usage and for much the same things. Dragonmarks, however, were not likewise borrowed.
The Kingdoms:
There are 11 kingdoms on a roughly-Europe sized continent with a 12th on an Island to the east. What used to be a 13th kingdom is now very much like the Mournland from the Eberron setting and is called The Wastelands.
The kingdom in the southwestern corner is the smallest and is all mountain. However, it holds roughly 90% of the dwarven population of the world, and has by far the most underdark connections. It is also the only place you can find any kind of dwarf other than the Hill Dwarf variety.
The kingdom to the north of it has the most rivers, and a marshy wood in the northern 1/6th called the Marshmist Swamp. The swamp is home to many druids for unknown reasons. The kingdom also has many rivers, and has the most diverse range of races in comparison to the other 11. It is ruled by a paladin king (level 12) and his council of 7 wise noblemen who actually care about the citizens. The king also has a personal Diviner (seclusive and anti-social), a personal sage (gestalt wizard/cleric 5), and a Warmaster (Warmage 9). All citizens have the chance to be educated from a young age how to read/write and basic knowledge of how the world works at their local temple at the crown's expense. This kingdom had the most developed for it due to it being the one most of the campaign was supposed to take place in.
The Mageocracy near the canter of the map, surrounded by 5 goodly-aligned nations and The Wastelands. This nation puts to death any non-nobles who attempt to learn magic, or any nobles who fail to learn magic by their 21st birthday. It is 95% human, with a few Warforged and half-elf slaves. All citizens are considered to be property of the noble who's land they live on, etc, etc. It is on bad terms with the 5 surrounding kingdoms, but has not started open conflict due in part to being surrounded by four other potential enemies. Only nobles know how to read/write.
The Wastelands (both must be capital), a blast zone of death where wild magical snippets fly freely from an unknown incident involving an artificer lab. It occupies the southern-middle 1/9th of the continent, and sits directly between the Mageocracy, the Mountainous dwarven kingdom, and some undesigned kingdom to its right. It was heavily based on the Mournland from the Eberron setting, except that it has the wild magic trait common to some planes in addition, as well as a few patches of dead magic or dead psionics.
The recent past
33 years ago, a great war between all the land ended. Due to this, it is beyond memory of most humans, though most of the other races remember it all too well. It is perhaps partly because of this that the mageocracy kingdom is so despised for its antagonistic attitude.
more to come as other partially completed scraps are located within the depths of the hard drive
Cosmology[edit]
The Material Plane - is more-or-less the same as in the base DMG, just with a new map
The Ethereal Plane(s) - every plane of existence other than the astral plane, plane of shadow, and plane of mirrors has its own ethereal plane. Also, color curtains (see Manual of the Planes) exist in the deep ethereal (which DOES NOT connect to other ethereal planes). Unlike in the base MotP, color curtains only connect to other deep ethereals of other planes. They are always two-way, though may be temporary. They can also rarely connect to demiplanes, though only if the demiplane was created as such.
The Astral Plane - Again, more-or-less the same as in the DMG. Does not have any connection to an ethereal plane or the plane of shadow.
The Inner Planes - Elemental planes of fire, cold, water, earth, air, and wood. Also holds positive & negative energy planes. The inner planes otherwise exclusive to this cosmology are the elemental planes of metal, electricity, and acid, as well as the null energy plane (between the positive and negative energy planes), none of which have been discovered yet.
Common Ground - as in the Manual of the Planes
Plane of Shadow - Every plane other than the astral plane, planes of mirrors, and ethereal planes have "their own" plane of shadow. However, by casting Plane Shift while on the plane of shadow (and ONLY while on the plane of shadow), you can enter the perilous deep shadow. The deep shadow connects all other planes of shadow, though another casting of Plane Shift is required to get to the desired plane of shadow, and even then you must first venture to where it overlaps with the deep shadow.
Plane of Mirrors - as in the Manual of the Planes
Outer Planes - One plane for each of the nine alignments, strongly aligned. Also has every outer plane from the DMG. However, some deities may live on the alignment planes instead of the DMG planes (and the pantheon is different in the DarthCampaign campaign). There are also several outer planes exclusive to this cosmology: Lord Boccob's Tower being one of them
Lord Boccob's Tower[edit]
This is part of the DarthCosmology cosmology
The entire plane is a floating land mass roughly a mile in diameter in the middle of a secluded patch just off the astral plane. The land mass contains an immense tower, as well as several smaller buildings. The weave is visible overhead, though only with an Arcane Sight spell or if one is a deity. The land mass also holds many gardens, trees, and other plant life.
The central tower is where Lord Boccob and most of the other non-evil gods of arcane magic reside. Roughly half of the tower is an immense collection of tomes and scrolls. Of the other half, roughly half of that is arcane laboratories. The remaining 1/4 is living quarters and kitchens and such.
The smaller buildings are mostly the dwellings of other deities of arcane magic who prefer to be outside the tower proper. Most of them resemble oversized ivy-covered huts, except for one. This one is outrageously colored in every hue of the rainbow, with strange angles and decorations outside. This is the dwelling of The Faceless Mage, the demigod of arcane trickery. He is regularly banished from the tower proper for short lengths of time due to pranks, and his hut sits alone on the edge of the land mass.
There are four shimmering portals in each of the four cardinal directions about 1/2 a mile from the land mass proper. These portals can be de-activated individually or all together by Lord Boccob if he so wishes. One leads onto the astral plane (not far from the material plane overlap border), another leads to Common Ground, and the remaining two open near the other two major centers of learning built and inhabited by non-evil deities.
Magic functions as it does on the material plane. So does time's flow. On the land mass gravity is down to the surface, but leaping off of it (even jumping or leaping out a 59th-floor window) will shift your personal gravity to be much like on the astral plane until you choose to have gravity affect you normally, in which case you plummet towards the land mass (as if under a feather fall effect).
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