Azzaron

Vilt, 88th Revolution of Uzziel - Age of Discovery

Scope

The motivation behind building Azzaron

  • To create an almost entirely unique campaign setting, or at least a near as, to share with the D&D community for playtesting.
  • Inspire others to follow a similar path and use Azzaron to place their campaigns and one-shots.
  • To capture the intrigue of my regular D&D group with a homebrew world, something with a new mystery or creature at every twist and turn. Something unfamiliar to them that will keep them on their toes and wanting more.
  • I have many ideas that flee my mind as soon as I would think of them, so I want to string these ideas together and weave them into a cohesive story that I can be proud to call my own.
  • The goal of the project

  • An entirely homebrew campaign setting, complete with custom races, intense history, fresh pantheons of deities and a completely new and overhauled cosmology revolving around the great cosmic orrery.
  • To gain feedback and insight into how my ideas are received by the D&D community as a whole and whether I should begin publishing my own homebrew content as a series.
  • Providing Azzaron receives good remarks and is something wanted by the community, I may look to it as a small source of income and create pages for websites such as Patreon and, of course, World Anvil.
  • I may publish Azzaron as a homebrew source book, even getting it printed and making it available to the community.
  • Azzaron's Unique Selling point

  • Almost all of the world will be custom content, from the pantheons of deities to the grand cosmic orrery of homebrew realms.
  • Azzaron will address some of the wishes presented to me during our campaign sessions.
  • Theme

    Genre

    Genre Each realm will have a genre based on what inhabits and rules over it. The realm of Iaxovar will be a cross between epic fantasy and high fantasy. It will involve campaign opportunities from world ending cataclysms to kingdom rivalries and the odd cult or two. The realms of the gods each have a genre based on the domains the god embodies in their divine portfolio. Example 1: The domain of Amera, Lady of chaos, would have a genre similar to dark fantasy. Example 2: The realm of Athos, the eternal warrior, would have a genre revolving around sword and sorcery.   The remaining realms will have a variety of genres also, as these realms are forged from the cosmic energies of the universe. These realms are the result of dreams, dreams of the inhabitants of Azzaron. A thought which has been subjected to exposure from these energies, whether it be through divine intervention or an accident, forming a new spindle of the Cosmic_Orrery   Magic Magic and technology is prominent across Azzaron, although it is at different stages of development and discovery depending on the realm. On the prime plane/realm of Iaxovar, magic is widely known to exist, although its use and power vary from place to place. Certain kingdoms condemn the use of magic entirely, while those who practice it are purged. There are kingdoms which have embraced magic into the roots of their culture, with even the simplest farm hand using spells for their day-to-day tasks. There are few of these settlements in existence, although they are capable of extreme power, casting spells of up to 14th level in some instances.   Divine Power Divine power is ever present as the gods are physically manifested into mortal avatars. Only a god can kill another god using a divine weapon. Each avatar effects the region surrounding them in unique ways and worshippers of that god have severely heightened power.   Technology Technological advancement is on par with a steampunk fantasy setting, in Iaxovar. In other realms it again varies, with some realms being superiorly advanced to most and others showing technology equivalent to the stone age. On Iaxovar, some of the inhabitants of major cities and settlements are just beginning to experiment with electricity after its first discovery using magic.

    Reader Experience

    Azzaron will have a strong mythical feel to it, with strange creatures at every turn and endless ruins to explore. Certain parts of Azzaron are supposed to have a grim feel to them, similar to Barovia from the Curse of Strahd Book. Others have a mythical approach similar to Theros, a favourite of mine from my MtG days, before its transfer to D&D. However, technology also has an intertwined relationship with magic, a sort of high fantasy/steampunk type theme.

    Reader Tone

    Azzaron has many different tones from region to region, but overall, it sits in the grey zone between fantastical and dark fantasy (I mean everything has a dark side, even that friendly unicorn over there...). Wonderous events can happen to the most ordinary of people, although just because something is wonderous doesn't mean it can't be dark. On a scale of 1-10 (1=Dark, 10=Ideal world) it sits at a comfortable 3/3.5. Certain dark aspects are expressed more so than the light-hearted side of events. Its far more likely you will encounter and abandoned battlefield overrun with corpse eaters than a god's mortal avatar, bestowing their blessings.

    Recurring Themes

  • Not everything is as it seems. Even in the most evil villains or beings of purest good have misguided motives, or plans the hatched with the purest intentions gone awry. Nothing should be taken at face value.
  • Everything is stronger than you (usually). Everything in this world is, most likely, going to be stronger than you in one way or another, or all in some cases. Azzaron is esigned to be difficult, similar to the level of the Witcher franchise, a constant survival-fest, making those moments of RnR and downtime much more valuable.
  • Choice = Consequence. Every choice has a consequence! Think carefully before you feed that hungry orphan (and the ooblex its formed from...), for it may just devour the city. Sure, help that monarch retrieve their stolen regalia, along with its hidden mass mind control capabilities.
  • Character Agency

    Overall, Azzaron is an extremely malleable world setting, where a lot of existing elements can be changed and it will still support a canonical one-shot or campaign. As for how player actions affect Azzaron, most of the impact is determined at the DM's discretion. Of course certain actions will naturally have a bigger or smaller impact than others, but if your party of adventurers want to kill the sun (The manifestation of Menea, Lady of Light) then go ahead. If someone wants to set their story in Azzaron's past then it should be easy enough to reconstruct how the new reality would stand. Although, I am currently debating whether to include the idea that time fights back to correct the flow of events. Players shouldn't feel constrained by Azzaron.

    Focus

    Due to the scale of Azzaron, with it being a campaign setting the equivalent to the forgotten realms, its impossible to focus on the fine details of the worlds. I could choose to zoom into the magic system I want to create, but a more precise example may be more useful. For this I'll use the capital of @Lykoto, Olron, The Free City.   Class relations The classes of Olron are divided into 6 distinct groups: the royals, nobility high class, middle class, lower/working class and the peasantry. There is little to no contact between the royal and noble classes and the lower/working class, while there is absolutely no contact with the peasantry. The middle class usually act as a sort of buffer zone between the two extremes, socially and geographically. They have frequent contact with the lower class, but again avoid the peasantry. as the lower class host some of the finest, but often overlooked craftsmen, they actually have access, albeit limited to the upper classes of Olron. Although they would never admit it, there is one such craftsman whom creates the saddles and riding equipment for the royal stables.
    Government presence The government of Olron is a monarchy first, with a series of councillors assigned to different sectors of the city. The monarch doesn't actively wander their districts, but they still retain final say over how Olron is governed. The council of nobles, on the other hand, are actively seen amongst the citizens while they preside over the day-to-day running of infrastructure, society, economy and military areas among other things. The main presence is seen through the administrative and judiciary districts, which contain some of the most vital government buildings.
    Magic influence The magi of Olron is usually within certain guilds of districts. These places are typically highly advanced with a combination of magic and technology in addition to increased prosperity. Visitors looking to trade in magical items and trinkets are directed to these areas, which specialise in them. Although arcane items can be found throughout Olron's many districts, including the extravagant fountain plazas, gardens with their floating lights of electrical energy and the mysterious obsidian obelisks that stand across the city. The origin of these monuments is a secret held at the heart of the mage guild. All that is known about these monuments is that they are a 'preparation' by the magi, for what though it is uncertain. Spellcasters who trade their talents for wealth can also be found scattered across Olron, from simple herbalists to the more alchemical. It is not uncommon to find healers peddling their low level spells for some easy earnings.
    Religious influence Religion does not play a major role within Olron as it merely exists as a sort of right to equality amongst its population. The main religious influence is the institution known as the House of Equality. This is a polytheistic religion representing a pantheon of the gods of Iaxovar, which some would recognise as the main religion of the realm. Despite thise there are still many other gods and religions worshipped, from underground demon sects to small communities dedicated to lesser known deities, found tucked away in blocks within the districts.   Religious temples and shrines can be found across both upper and lower Olron, with two main districts, the upper temple district containing the Citadel of Equilibrium. The clergy of this sanctum offer their hospitality openly, while itself is not under the influence or command of any form of government officials. Those who worship Amera, Athos, Celir, Esith, Ignall, Ithar, Neknea, Oxdorh, Vaion and Wrakellek, to name a few, are commonly found worshipping in these districts, with the middle class and higher attending the citadel. These worshippers are common in the city, as well as some followers of rarer and lesser known deities. Although, those types of worshippers tend to be concentrated within the ethnic neighbourhoods in outer Olron.   Wealth distribution As with many advanced settlements, the distribution of wealth is hugely uneven between classes, with the peasantry naturally having the least amount of money and the royal courts possessing the largest amount for a single family. Starting from the top tier, despite the royalty being the pinnacle of society, they do not own the majority of the overall wealth. The nobility hold less wealth than the crown individually, but together, their combined wealth is more than the monarch themselves.   The high and middle classes control the bulk of the remaining currency, although it is significantly less than the nobility. the merchants and guild leaders are amongst the wealthiest of the middle class, given their frequent forays into both national and international trade. The lower and working classes are what would be classed as poor/just above poor, with very few of them being wealthier than most, typically there being a few of them contracted by the royal court and nobility or organised criminal leaders, such as smugglers and the thieves guild. These "entrepreneurs" are particularly common amongst the poorest of all the peasantry, where they recruit most of their members.

    Drama

    The Atlamarian conquest The Atlamarian Empire, under the rule of its grand emperor, have been conquering kingdom after kingdom on the continent of Qivaira for nearly a century. Due to the sheer scale of the continent-wide conflict and extreme censorship of all communication has prevented a judgment of just how much of Qivaira is now occupied. Most of the regions below the northern territories are hotly contested and are unmapped due to the dangers such a task would pose. The empire's sights have now turned North towards the so far charted world of Iaxovar. After the first confrontation with the Lijá of Northern Qivaira, they have come to the attention of some major governments. Their first successful venture into the Northern territories with the conquest of the village of Mokotar, they established the imperial Atlamarian barracks and outpost in its place.
    Judgment's inquisition The brutal anti-arcane militia who call themselves 'Judgment' recently arose, approximately 4 years ago, in the underground networks of Svetlö. They began their inquisition with the slaughter of 5 villages worth of resident mages, simultaneously, and quickly followed it by the elimination of an entire druid circle deep within their native swamplands. To fate there have been multiple assaults on remote outposts in the region, with the most notable being Farbark Fortress, a large outpost settlement comprised of pioneers and mages, along with their children. On that day, all magic users along with their ungodly offspring were strung from the walls of the fortification for all to see. As they spread like a hidden plague, the capital of Svetlö, Siotoq begins to panic, housing refugees of Judgement's attacks and hiding those with arcane talents.
    The Cosmic Orrery The Cosmic Orrery i the very structure of the realmscape itself, holding the planes in constant balance. The movements of the spindles and its smooth rotation allow its inhabitants to travel between its planes. When a plane is pulled close to Iaxovar during its rotation, or any two or more planes for that matter, they begin to affect each other, as the planar barrier thins, they begin to bleed into each other. The land within half a mile of the weakened zone resembles a combination of the plane it borders and its home plane. These weakened areas are typically used for two things; the first being to use transplanar travel spells to cross the boundary or the second, a chance to establish a permanent link, commonly known as a gateway or portal, between the two or more (but far rarer occurrence) realms.   Another use, although far less common, is an opportunity to channel cosmic energy directly from the primordial void for use in spellcasting. It is said that successfully achieving this feat can increase the power of a spell cast by 2,3 or even 4 times as much. Practically, this could increase the level of a spell from, for example, 1st to 3rd, 6th to 9th or even 9th to 14th level in one instance. However, these experiments are not without consequence... some have uses this weakness to tear a rift in the orrery, causing an unstable bridge between realms, which has been the source of many problems. Reports of demon infestations, permanent changes to the environment and uncontrollable magic have wrought havoc across the orrery, not just Iaxovar, but all new species, cultures and wonderful and aw-inspiring realms have been revealed to the inhabitants of each.
    Archaeological uncovering of the lost civilisation of Pa'iti In recent years, archaeologists and tropical expeditions have slowly encroached on the Phāyu territories of Pa'iti. In particular, the jungle interior, a tangles, matted mass of vines, towering tree species and detritus. These base camps have charted a mere 3% of the jungle, with the majority of it skirting the native Phāyu settlements. Although, that mere 3% of jungle land has already spoken volumes of an archaic civilisation through a series of crumbling ruins and several artefacts, some mundane, while others not so much. Strange inscriptions have been found among these ruins and several artefacts, some mundane, while others not so much. Strange inscriptions have been found among these ruins, which have occupied the minds of many cryptologists. Many who have sought and studied them have often gone missing or died through suspicious circumstances. These effects seems to be spreading in recent moons, with entire villages of settlers dying or disappearing without a trace.
    Spark-forged weapons of the Jötunaar divinities Following the War for the spark, the spark was split into multiple pieces and forged with the combined power of the gods representing each of the Jötunaar courts. This holy collection of weapons are each imbued with a cosmic background power, a remnant of Eon's efforts to create the Cosmic Orrery and its realmscape. The arsenal consists of the battle axe Dranarium, Cleaver of the Permafrost, of the Geilda court, Gik'A'Alac, Rune-Forged Glaive of the Blessed Flame, of the Ignis court, the great sword Oralla, Might of the Unending Storm, from the Nebula, Xamiak, Chakram on the Nubes court and Incarnation of the Aethereal Razor, Famir, the Mountain Render, warhammer of the Scopulus court and the great bow Raszaya, the Purifying Light of the Solis court. There are rumoured to be many more of such weapons, Although the main courts would never admit to such a thing. After the "requisition" of these weapons, civil war raged between the courts, causing strife to spread across Ogiathis with many attempts being made to steal them back from Atara and her storm Jötunaar.