2015-08-18

This is still early days. I'm working on fleshing out the world, getting more details. I also plan on creating a new class and race for the setting as well. I've got Campaign Cartographer to try to do some maps as well (although I'm terrible at it so far!)

I just wanted to get some feedback and see what people thought. Would you like to play adventures in this world? What do you think it needs?

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Welcome to Demoncrest a demonic fantasy setting for Fantasy AGE.

Tyria is a world thrown out of balance. Ruled for a 1000 years by demonic forces. The beings of this world, Humans, Elves, Dwarves, and other familiar races are enslaved or used as playthings for their demonic overlords. A growing number of these downtrodden and enslaved beings are beginning to rise up and fight back against their oppressors.

A History of Tyria:

Tyria was once a thriving world full of peace and prosperity. That is until 1000 years ago. A warlock tampering with things beyond his power threw the world out of balance, shifting the planes of existence. The mortal world was pushed further away from the Celestial plane. Fissures opened on the planet and beings from the demonic underworld poured into the mortal realm. During the first century after the shift demons enslaved and conquered much of Tyria. A few small enclaves of survivors eek out an existence staying just beyond the notice of the demonic horde.

The Shift:

1000 years ago the Mage Harkan struck a deal with a demon becoming the first Warlock. He though he would gain immortality. Instead the ritual passed on to him by the great overlord “NAME HERE” threw the world out of balance and only gained him a swift death. The Celestial plane was pushed just out of reach, while the demonic plane was pulled closer and allowed “NAME HERE’s” Army to pour through to the mortal plane. They quickly enslaved the people who had almost no defense against their demonic magic. Those who fought were the first to die, those who submitted were the first to start construction of the strongholds. After a century of forced labor and thousands of lives spent, the nine strongholds were finished and the world fully was fully enclosed in the grip of the demon armies.

The Birth of Magic:

At the time of the shift Magic was but whispers. A small college of magic hidden within a city far to the north was barely scratching the surface of what could be done. One of these mages was seduced by the demon “Name Here” and fled the city. His name of course was Harkan. The remaining mages left behind feared what their colleague had become. They pooled their power together and sacrificed themselves to the wild magic they barely understood. Their sacrifice enveloped the great city of Viskal in a protective shield. This would become one of the only safe havens in all of Tyria. An unknown side effect of their sacrifice was also unleashed. Wild magic flowed through the world. As time went on more and more magic seeped into the land and gave birth to a new generation of mages. Most born into captivity and their power used by their masters for evil ends, but some… some were born free, or gained their freedom. They learned and sought out others to teach, bringing magic wherever they can.

Breaking the Bonds:

After a thousand years of slavery, the people of Tyria had finally gathered themselves in larger numbers safe havens. These enclaves became the catalyst for change, people of power gathered and trained. Either hidden or moving to stay safe as their numbers grew. They began to fight. Many joining their power together to begin to take their world back. Their demonic captors had grown lazy and comfortable in their assumed domination. They did not expect to be attacked, and when they suffered defeat their arrogance let them to believe it was just a fluke. How could these powerless beings ever hope to defeat them?

Locations:

The City of Viskal:

Lies far to the north, once it spread wide across the snowy plains. No longer, when the College of mages sacrificed themselves to protect the city it cut them off from the outside world. A thousand years of confinement has shaped the city in untold ways.

Much of the outskirts of the city was adapted to grow food. With limited space, measures have been taken over the generations to curb the population growth and allow the city to survive. The sacrifices made over the centuries haunt those whose place it is to rule the city. The decedents of the college of magi were raised up to this task. They have continued to teach those who have the aptitude and they rule the city with an iron fist. Some understand the sacrifices that must be made. Others feel that the magi should have never been given the rule in the first place. “One should not rule only because his forefathers died to give us protection.”

The rulers of the city have managed to hold on. They fear for how much longer. Cracks have begun to appear in the dome. Although the elders who sacrificed much to bring them protection left many scrolls and books to learn from, very little is known of what they did to create the dome. With no way to heal it, the leaders of the city fear the time they have left before its protection is gone forever.

The city itself is comprised of four quarters surrounding the central college:

Twilight Quarter:

The first of the quarters lies directly to the north of the college. Its walls butting right against the northern mountains. For a good part of the day this quarter remains in the mountains shadow. Home to the thieves guild and all of the more questionable activities of the city, the Twilight Quarter is aptly named.

Originally, a more open area with homes for simple laborers and merchants. Had a large open park for carnivals, trade expos and recreation. But since the wall went up it became a home for all of the poor and destitute in the vicinity.

A series of fires in the district brought it to ruins numerous times since the shield. Currently, the buildings and homes are a ramshackle of 3+ story buildings that use the aqueducts to hold them up. Often braced against one another for support, when one building falls it tends to take others with it. Those buildings that extend higher than 3 stories are build right upon the aqueducts. The city generally prevents this as it tends to pollute or block the water supply.

Any available space was utilized for homes, so roads (not needed as much since there was no traffic coming to the city) were built upon and the buildings got closer and closer. This is most apparent in Gloam. The inner-city sprung up on the open fields as the Twilight circle. Initially, this area was full of tents and bedrolls of the outsiders. But it evolved into an almost living entity of wooden and stone buildings built into, on and supported by each other. Tight, muddy paths wind among these structures. The residents of Gloam try to eke out an existence and claim a spot among the rickety homes. The strongest survive here and the weak are often forced into indentured servitude just to find food and shelter. Those who avoid slavery often work in the other districts as laborers and are a necessary workforce for the city.

The residents of Viskal know these problems exist but don’t have the resources or inclination to help. Some kind souls try to “save” those suffering, but the population of Twilight District, let alone Gloam, are unknown. Those in power here, the gang leaders, gambling houses and “slavers” control the district. As long as the problems stay in the district the other residents are willing to look the other way.

The failing infrastructure of the aqueducts keeps the district in constant leaky rain. The ground is always muddy. Water streams off of the buildings into concentrated torrents or waterfalls in some areas. Almost always dark and noisy, those with a penchant for crime flourish here.

Market Quarter:

The second quarter lies to the east of the college. Home to merchants and tradesman, this quarter is the cities lifeblood. The men and women of this quarter barter with the farmers who make their homes on the outskirts of the city, bringing their products into the Market to be sold. Home to a number of the more reputable taverns this is the quarter you’ll find most of the working class spending a few copper after their long day of work.

Every street is lined from end to end with stalls carrying whatever goods the citizens are able to make. Smiths, Tailors, Luthiers, and many others call out as patrons walk by. If you’re looking to buy, be prepared to barter. Although Viskal trades in copper silver and gold, sometimes the merchant would be more than willing to part with their wears for something they desperately need.

Bright Quarter:

The third quarter finds itself opposite the twilight quarter, in almost every way. Home to the nobles of the city, you will not find much dirt or grime in the southernmost quarter. Nor will you find anyone who is lacking in gold or finery. Being outside the mountains shadow the Bright Quarter is the first to see the days light and almost glows.

Home to many houses of faith this quarter is home to monks, priests, paladins and other men and women of faith. Although the gods may be just out of reach, the citizens of this quarter can still feel their presence. They know, if they can find a way to contact the gods of old they may find a way to defeat the oppressors just beyond the dome.

Quarter of Wisdom:

The final quarter to the west of the college is an extension of the college itself. Now that the government has taken up its home in the proud halls of the original college of magi, the scholars had to find a new home. This quarter is home to all of the learning in the city, both magical and not. This is where the children come to learn their first lessons, where the soldiers learn to fight, and of course where those with magical potential come to find out how to harness their power and channel it for the good of the city and its people.

An eclectic mix of scholars make up the bulk of this quarter. Only here will you be able to walk down the street and see warriors training with sword, commands being shouted at them by their sword master. Then a few steps further find a robed man showing a group of young mages how to heal the sick. Still further on a group of elderly bearded mages arguing over the best means to feed the city.

The Enclaves:

Scattered through the lands ravages by the demon armies there are pockets of survivors. Primal tribes of humans toughened by centuries of fighting for their lives and the lives of those they care for. The enclaves are usually in rocky and mountainous areas that allow the tribes to hide deep within cave systems and ancient ruins.

Starlight Caves

On the northeast of the continent lies the Galespike Mountains. Steep and rocky the demons do not find much prey here. Although many still try. The northernmost mountain is known simply as the spiral. A long winding path wraps itself around the mountain making its way to the summit. At the summit lies the hidden entrance to a cave, and inside a grand cavern. Looking at it from the air you would never be able to tell that a settlement has taken root here. The crops are cleverly camouflaged and the spiral path has deadly traps that stop all but those who know them.

The cavern inside the mountain is home to one of the more resilient and permanent enclaves. It’s people both hardy and wary from the years of struggling against the demons. If you can find your way inside and prove you’re not a demon, you can resupply and find many items they have scavenged from the land over the years.

The caverns get their name from the luminescent lichen that clings to the ceiling of the cavern, forming constellations that leave the cave in an eternal twilight.

The Forest of Darkwood:

Just south of the great city of Viskal lies an enormous forest. Seeming to tap into the protective magics of the city the great forest has formed a vast network of protection. Over the years the great roots of the trees have tangled together and now the forest has become a single entity. It is one of the only places to truly be safe from the plague of demons that engulfs the land. The protective magics that have woven themselves into the root system of the trees will not allow any evil creature to enter the forest.

Any creature that has evil or foul intentions will find itself blocked by a solid barrier of energy. This is not to say that the forest is a safe place. Over the centuries wild and feral creatures have found a safe haven in the forest. Not evil in themselves these creatures will still search for food and defend their homes as comes natural to them.

Hidden in the canopy of the trees are several elven enclaves. They have tasked themselves with protecting the forest and those who seek to find shelter there. Hidden under the thick canopy are the ruins of several ancient cities their walls and buildings reclaimed by the forest, though there are still a few pathways that lead underground to vast ancient sewer systems and dungeons. Those brave enough to enter them could find more treasure and more trouble than they bargained for.

The Temple of Naal’Ruun:

Far to the south on a secluded island lies the volcano Naal’ruun. Surrounding the great mountain is a vast temple that spreads as far as the eye can see. It is home to a small tribe of survivors that found their way to island after the shift. Their trading vessel crashed on the island and they made it their home. The traders on board the vessel were accompanied by an accomplished smith. He was able to harness the volcano’s heat to forge weapons with a power the world had not seen. Something in the metal they forged on that island helped to repel the demon horde. With no way off the island they began to inhabit the temple and fortify it. Over the years they have lost many to demon attacks but have managed to hang on to their home. If an adventurer is lucky enough to find their way to this secluded island, the weapons found there may just turn the tide in their war.

Undiscovered Enclaves

Scattered across the globe are dozens of other enclaves. Tiny spots of the world relatively safe from attack. Only a few are known, many more have never been seen by outsiders.

If there are adventurers who are brave enough to travel the dangerous places of the world, they may be able to uncover many other safe havens.

The Caravan of Lost Souls

The nomadic gypsy tribe of the Tharnak plains rarely stays in one place for longer than a few days. Legend has it that a great seer of their tribe foresaw the dangers coming to the world. It is said she saw their homes lit ablaze and their children enslaved by the demons. She gathered those members of the tribe who were willing to listen. The set out immediately, the column of smoke rising from the town before they were two days out. They now travel from place to place, teaching themselves to survive. Every now and then a great seer is born to their number; they are always willing to give hints and clues of the roads that fate may take. All you need to do is find them.

Grik’s House of Wonders

Although humble in appearance, the horse drawn covered wagon known as Grik’s House of Wonders is well recognized across the land. Seeming to appear out of nowhere whenever there is someone looking for a hard to find item, the house of Wonders is anything but humble. Grik the elderly goblin who owns and drives the cart is extremely intelligent. No one knows his exact age as there has always been a House of Wonders travelling the land, and with it has always been Grik. No one is allowed into the back of the wagon but Grik himself, but it is said that those who have snuck a peek see a vast hold extending as far as the eye can see. Piled high with magical wares and tomes of information collected and sold over the millennia the world has been in existence. If you need an item or information, Grik will have it… for a price.

The City of Mists

Floating high above Tyria surrounded by arcane mists that mask its presence flies a great city. Once home to the great guardians of the planet the city is now mostly deserted. A few descendants of the guards still eke out a living while trapped on the great floating city. While they have not found a way to leave the city not all who live there want to. They have yet to be discovered by the demons. The few who are left still train and raise their young in the traditions of old.

The City is home to a great library of knowledge. Knowledge that has not been seen for thousands of years.

Deep within the city locked away even from its inhabitants is the arcane power source that allows the city to stay aloft. If the demons could find this power source they could use it to cause great harm to the planet. This chamber is also home to a circle of runes. Linked to another identical ring it could be used as a portal to enter and leave the ship. If only the inhabitants knew of its existence. The circle of runes on the planet has not been seen for a millennium.

The Demon Strongholds

Spread throughout the world are nine strongholds. The fortresses are home the commanders and generals of the demon legions. Here they forge their weapons of war and torture. The strongholds extend as far down into the earth as they do into the sky. Inside each is not only home to demons, there are vast numbers of enslaved creatures, human, fey, and some never seen on this plane. They are here to craft the devices that are their own undoing. Though there are a few who escape. They find their way through the labyrinth of tunnels and sewers and into the light of day. These strong willed and lucky survivors sometimes escape with knowledge of their captors and the fell magic they wield. These fell warlocks are usually tortured souls who fear they will become the very thing they hate.

When the demons conquered the land they recreated their world on the planet. Each fortress representing one of the nine hells. The leaders of the nine hells taking up residence in their respective towers. Seeking to extend their rule all across the land.

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