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

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=== Outer Shards ===
 
=== Outer Shards ===
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Past the outer ring, literally thousands of other shards exist, most outside of the reach of the Empire. While many of these shards are lit from the light of the ring, a few of them acquire light from the currents of energy that flow from the Center, which are very few out here. Far more receive no light at all, which often means that these shards are devoid of life entirely.
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Other organizations are more prevalent in the outer shards, especially the Confederation and the numerous fleets of pirates that stalk the Void.
  
 
* [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Amone Faer|Amone Faer]]
 
* [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Amone Faer|Amone Faer]]
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* [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Lebiia|Lebiia]]
 
* [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Lebiia|Lebiia]]
 
* [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Emilios|Emilios]]
 
* [[Legacy of Darkness (3.5e Campaign Setting)/Geography/Emilios|Emilios]]
 
  
 
=== Deep Void Shards ===
 
=== Deep Void Shards ===

Revision as of 02:43, 7 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 Coruscal

Dividing the inner and outer shards is a golden ring of pure energy known as the Coruscal, or Outer Ring. While its' origin is shrouded in mystery, the Ring is provides many of the outer shards with a much-needed source of light, as well as certain measure of protection against the ever encroaching Palantium Empire.

The Ring is several hundred miles wide, and it completely surrounds the inner shards, meaning that most travelers to the outer shards must journey through it, rather than take the months long trip around it. This journey, however is far from a proverbial walk in the park.

The Ring possesses a very random atmosphere: certain parts contain oxygen and are breathable, while other parts might contain a rudimentary cloudkill spell. There is no gravity, but there is also nothing to propel ships forward, meaning that they most rely on other methods.

The Ring reacts very oddly to spells cast within it, acting much like an area of wild magic, making it difficult to determine your location using divination spells. This trait attracts many Void-dwelling creatures whom feed off magic, some of which grow to astronomical proportions.

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

Past the outer ring, literally thousands of other shards exist, most outside of the reach of the Empire. While many of these shards are lit from the light of the ring, a few of them acquire light from the currents of energy that flow from the Center, which are very few out here. Far more receive no light at all, which often means that these shards are devoid of life entirely.

Other organizations are more prevalent in the outer shards, especially the Confederation and the numerous fleets of pirates that stalk the Void.

Deep Void Shards


Transitory Shards


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The one who was strong yesterday will be ashes tomorrow...
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