Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Setting

A D&D Campaign Setting
Revision as of 13:17, 13 June 2016 by Ariese (talk | contribs)

Introduction

Mondevai: a world where giant quakes rearrange the bustling cities, tumultuous oceans, and lush forests in an unending rearrangement. Nations strive and people toil for supremacy in a world bathed in chaos. Immortals wander among men, trying to preserve the little of a forgotten paradise that remains. The planet, cracked along thousands of unnatural faults, is drawn after the artifacts they hold.

The survivors of a prehistoric disaster have spread and changed. They work and they build, staving off encroachment from a supernatural plague that threatens all sentient life. Beneath the surface, men ride on torrents of water and chaos, using the altered mantle of the world as an enormous trade route for their goods. Deeper still, some guard the border of the Shadowfell and fight to keep the dead from resurfacing.

Forgotten Enclaves, holding the remnants of a lost civilization rise to the surface and the mighty races of the scale; the Yuan-ti, the Dragonborn, and the Dravon, compete to master the legacy of the ancients.


World

Before recorded history, a cataclysmic war was fought that resulted in Flux reaching a level it was never intended to. The material plane quaked before the unknown power that spilled into it, altering the nature of the planet itself. The fiery core of Mondevai dissolved into a sea of dead spirits, becoming the Shadowfell. The mantle solidified and cracked, forming water-filled passageways beneath the lands of Letier, and enormous maelstroms opened their maws, breaking other lands into thousands of tiny islands. Magic seeped into every space, becoming one with the land, the sea, and the sky.

In response, a new mineral emerged capable of countering the devastation. Fahrstone was crystallized from the essence of chaos itself, repelling it and allowing humanity to live on among the sentience-seeking poisons that are the Fluxes. White, to dispel the plague, and black, to control and codify the chaos into a force able to restore the planet to its former eden.

Through the verogods, humanity was preserved and protected, but not unchanged. The exposure to primal matter changed mankind into different forms, and the scattered tribes of survivors took on characteristics that allowed them to expand into the world. In the following millennia, the races reached cultural identities of their own, and eventually made contact due to the shifting nature of the world. The faults brought strange new ruins from one side of the world to the other, vaults filled with artifacts that were not remembered by any save the verogods.

The advancement of trade between the underdark and the luscious resources of the surface has brought the world to the brink of an unheard of era of discovery...


This Wiki

✦ The Book of Mondevai contains campaign and character-specific material.

✦ Focusing upon the continent of Letier, the World is the planet Mondevai.

Races are the allowed races of the campaign, and their histories.

✦ Different religions are followed throughout the world, and offer different mechanical benefits.