Difference between revisions of "Legacy of Darkness (3.5e Campaign Setting)/Geography"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Outer Shards)
Line 3: Line 3:
  
 
==The Void==
 
==The Void==
When the world shattered, it created a lightless, airless void that holds all of its' fragments in a strange orbit around the Center.
+
When the world shattered, it created a light-less, airless void that holds all of its' fragments in a strange orbit around the Center.
Unlike space[http://en.wikipedia.org/wiki/Outer_space], the Void is not entirely a vacuum. Instead, throughout the vacuum strange currents of magic flow, creating a mystical "breeze" which has in recent years been harnessed to propel voidships from shard to shard. These currents bring light from the Center to many of the shards, although more than a few shards remain in darkness. This magic is really quite harmless, although certain creatures are known to dwell within them, preying on voidships and stranded creatures.
+
Unlike space[http://en.wikipedia.org/wiki/Outer_space], the Void is not entirely a vacuum. Instead, throughout the vacuum strange currents of viscous golden magic flow, creating a mystical "breeze" which has in recent years been harnessed to propel voidships from shard to shard, in much the same way as wind and waves upon the ocean. These currents bring light from the Center to many of the shards, although more than a few shards remain in darkness. This magic is really quite harmless, although certain creatures are known to dwell within them, preying on voidships and stranded creatures.
  
 
Outside of these currents, the Void is indeed a vacuum, which is quite dangerous to unprotected creatures. On the third round of exposure to vacuum, a creature must succeed on a Constitution check (DC 20) each round or suffer from aeroembolism (“the bends”). A creature that fails the save experiences excruciating pain as small air bubbles form in its bloodstream; such a creature is considered stunned and remains so until returned to normal atmospheric pressure. A creature that fails the Constitution check by 5 or more falls unconscious.  
 
Outside of these currents, the Void is indeed a vacuum, which is quite dangerous to unprotected creatures. On the third round of exposure to vacuum, a creature must succeed on a Constitution check (DC 20) each round or suffer from aeroembolism (“the bends”). A creature that fails the save experiences excruciating pain as small air bubbles form in its bloodstream; such a creature is considered stunned and remains so until returned to normal atmospheric pressure. A creature that fails the Constitution check by 5 or more falls unconscious.  
Line 13: Line 13:
  
 
== The Shards ==
 
== The Shards ==
While noone can yet explain why, the world shattering created hundreds of miles wide spheres, called "shards".  
+
While no one can yet explain why, the world shattering created hundreds of miles wide spheres, called "shards".  
  
 
Most shards still retain the same ecosystem that existed before the Shattering, although millenia of isolation has caused many organisms to evolve very strangely. Many races have changed greatly from others of their kind, adapting perfectly to their own little worlds.  
 
Most shards still retain the same ecosystem that existed before the Shattering, although millenia of isolation has caused many organisms to evolve very strangely. Many races have changed greatly from others of their kind, adapting perfectly to their own little worlds.  
 +
 +
The shards are divided into four categories based on their position around the Center: inner shards, outer shards, deep void shards and transitory shards.
  
 
    
 
    
 +
=== Inner Shards ===
 +
Inner shards occupy the area closest to the Center, with the closest known being [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Argonis Lycar|Argonis Lycar]]. Most of the inner shards are controlled by the Empire, however a small few retain their own governments.
 +
 +
Due to the constant light from the Center that most of these shards receive, the inner shards possess the highest concentration of life, with only a rare few lifeless, usually due to extraneous circumstances.   
  
=== Inner Shards ===
 
 
*[[Legacy of Darkness (3.5e Campaign Setting)/Geography/Ael'Plament|Ael'Plament]]
 
*[[Legacy of Darkness (3.5e Campaign Setting)/Geography/Ael'Plament|Ael'Plament]]
 
*[[Legacy of Darkness (3.5e Campaign Setting)/Geography/Ael'Terinsin|Ael'Terinsin]]
 
*[[Legacy of Darkness (3.5e Campaign Setting)/Geography/Ael'Terinsin|Ael'Terinsin]]

Revision as of 16:28, 4 June 2010

Geography

Sometime in the mists of time, the world suddenly was divided into thousands of self-contained, magically sustained little worlds. Whole civilizations found themselves separated from one another, entire empires divided from their own people. These worlds became known as "shards".

The Void

When the world shattered, it created a light-less, airless void that holds all of its' fragments in a strange orbit around the Center. Unlike space[1], the Void is not entirely a vacuum. Instead, throughout the vacuum strange currents of viscous golden magic flow, creating a mystical "breeze" which has in recent years been harnessed to propel voidships from shard to shard, in much the same way as wind and waves upon the ocean. These currents bring light from the Center to many of the shards, although more than a few shards remain in darkness. This magic is really quite harmless, although certain creatures are known to dwell within them, preying on voidships and stranded creatures.

Outside of these currents, the Void is indeed a vacuum, which is quite dangerous to unprotected creatures. On the third round of exposure to vacuum, a creature must succeed on a Constitution check (DC 20) each round or suffer from aeroembolism (“the bends”). A creature that fails the save experiences excruciating pain as small air bubbles form in its bloodstream; such a creature is considered stunned and remains so until returned to normal atmospheric pressure. A creature that fails the Constitution check by 5 or more falls unconscious.

The real danger of vacuum comes from suffocation, though holding one’s breath in vacuum damages the lungs. A character who attempts to hold his breath must make a Constitution check (DC 15) every round; the DC increases by 1 each round, and on a successful check the character takes 1 point of Constitution damage (from the pressure on the linings of his lungs). If the check fails, or when the character simply stops holding his breath, he begins to suffocate. In the next round, he falls unconscious with 0 hit points. The following round, he drops to –1 hit points. On the third round, he drops to –10 hit points and dies.

The Center

The Shards

While no one can yet explain why, the world shattering created hundreds of miles wide spheres, called "shards".

Most shards still retain the same ecosystem that existed before the Shattering, although millenia of isolation has caused many organisms to evolve very strangely. Many races have changed greatly from others of their kind, adapting perfectly to their own little worlds.

The shards are divided into four categories based on their position around the Center: inner shards, outer shards, deep void shards and transitory shards.


Inner Shards

Inner shards occupy the area closest to the Center, with the closest known being Argonis Lycar. Most of the inner shards are controlled by the Empire, however a small few retain their own governments.

Due to the constant light from the Center that most of these shards receive, the inner shards possess the highest concentration of life, with only a rare few lifeless, usually due to extraneous circumstances.

Outer Shards


Back to Main Page3.5e HomebrewCampaign SettingsLoD

We are not fallen, we are the sun elves and we will rise once again!
—Maravor, Fallen Elf Wizard
This page is part of the

Legacy of Darkness
Campaign Setting