"Zephyr - Tales from the Void" Campaign Setting Primer in Strange & Grim - OLD | World Anvil

"Zephyr - Tales from the Void" Campaign Setting Primer

"Any sufficiently advanced technology is indistinguishable from magic. Clarke's First Law: When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong."  

Welcome to the World of Strange & Grim!

A fantasy "dieselpunk" setting for 5th Edition!  
For a glimpse into the concept behind this setting, view our Pintrest Board!
 

Adventure abounds in the action packed, diesel-arcana world of Baennor where magic is tempered by science, and daily life is shaped by incredible magically-engineered inventions.   Captains of industry and The Sovereign compete for the hearts and souls of the people, while you and your fellow agents work from the shadows to defend and serve the Commonwealth...or to sell your skills to the highest bidder.

  Tales from the Void was created with early 20th-Century Europe in mind where iron and machine rule the world - on the world of Baennor magic has run in tandem with science, paving the way for both fantastical and familiar industry and technology. Gone are many of the oft repeated tropes of a typical fantasy setting - you will not see any fantasy-style elves; there are no gnomes or halflings; wizards don't walk the fields in white robes waving their staff about.   Instead, jotun aetherists walk the streets in jackets and tie, while aos'si scoundrels may crawl the rooftops in black skinsuits; wogan aeronauts fly the skies, while daonn soldiers take aim at a target hundreds of meters away. Players will find these and other new and interesting races to play, exciting and adventure-filled locations to explore, and a witness a new take on the soot-covered age of industrialization.  
 

Tales from the Void

Imagine a campaign setting where magic combined with science forged the basis for some of the common technological items we are familiar with today. From the telephone to the automobile. This wonderous revolution was brought about largely by through the creation of the Void - a demiplane constructed around the planet of Baennor with the intended purpose of protecting the world from the incursions of the outer planes. However, the end result was far more fantastic than originally expected. In addition to providing a barrier between the planes, the Void also acted as a conduit for magic. Once discovered, the understanding and use of magic exploded across the Commonwealth among scientists and laymen alike.  

Magic as a Commodity

In the short 50 or so years since the creation of the Void, magic has become nearly ubiquitos, used in everything from lights and appliances to spying and weapons. The technology, commonly referred to as aethertech, has been used to greatly improve people's way of life. Trade and commerce expands all across the continent of Eryphir. The Commonwealth of Belor governs the people, but largely stays out of the day-to-day life of its citizens. The War of Unification that ravaged the continent ended just five ago but is already on the verge of becoming a distant memory for many. Peace and prosperity are the goals to which most strive - but for every shining example of success in the Commonwealth, there is an equally dark shadow looming.   With exceptional technology comes incredibly rich and powerful people - the likes of which Eryphir has never seen. The Commonwealth may cover most of Eryphir, but many merchant houses and syndicates are world-spanning, dealing in trade and business across Baennor. These people not only compete with the Commonwealth for profit, but also vie for supremacy in trade, resources, and territory amongst each other. For many, these organizations are more powerful and far-reaching than the Commonwealth itself. They may see the soldiers in the fields, and the constables in the streets, but its the merchant enforcers they see in the alleys and on their doorsteps.  

Unrest in the World

Similarly, not all of the people that fall under the rule of the Commonwealth are happy with the current regime. Unrest simmers just below the surface for many who see the Commonwealth as conquerors, rather than leaders. Places like Nofre-Maz in the west or in parts of the colonies on the continent of Daelus foment rebellion, cursing the Commonwealth, sometimes openly, often behind closed doors, but always with venom in their voices.   Information is bought and sold on the black markets, allowing those who would use it to gain illicit advantage over their competition. As agents of your syndicate or agency, you have answered a call many would not dare. While not officially part of any government agency, your charge is nevertheless to support the overall prosperity of the Commonwealth, whether that is keeping the merchant houses in check, or thwarting the machinations of corrupt politicians. It is a a pledge made hundreds of years before when your predecessors vowed to defend Belor, the kingdom that would one day become the Commonwealth.   As privateer-types, you walk a fine line between service to The Sovereign and your dedication to your employer. Whether you are in the field, or lounging in the Raven's Lodge, one thing is for certain, the story is never-ending; your legend is one in the making!  

The Multiverse

The cosmos of this campaign setting is unlike many before it. In Strange & Grim - the all of existence was created by the Strangers, cosmic super powers who came before anything in the multiverse existed. There was nothing but a vast expanse of astral space and the Strangers were its masters. Within astral space, these beings could simultaneously create and destroy anything they desired. In a flash of brilliance (or madness) these masters created the multiverse, a vast collection of dimensions, planes, galaxies, and worlds.   The Strangers fractured existence and created all the planes of the multiverse for their own machinations. The inner planes were the game board, while the outer planes were used to develop weapons, house their armies, and plan domination. Over the eons they fought a seemingly eternal war over dominion over the Inner Planes. At some point, however, the war simply…ceased. Nearly one million years ago, the Strangers went inexplicably into torpor and life across the multiverse was, for the first time ever, on its own.   What they created, however, has endured and makes up the cosmology that exists and surrounds the world of Baennor today. It is its very composition, in fact, that has shape the course of history of this world and has led to the existence of the Voidsphere and other aethertech on Baennor. To understand this, we must first look at the make up of the multiverse and how the all interact with one another.  
 

Astral Space -

The existence of everything resides in vast nothingness of Astral Space. Many scholars have described Astral Space as an incomprehensible dimension of color and haze. The average person would likely go mad with but a glimpse of Astral Space. Those who venture outside the fold of reality and into Astral Space find themselves assaulted by echoes and ghosts of events from across the multiverse - from any and all planes of existence. It is a chaotic realm where seemingly the Old Ones played their Great Game for millions upon millions of years.    

The Ethereal Plane

The ethereal plane was created as a current for the other outer planes to float upon. Many refer to the great gray dimension as a great river endlessly flowing through Astral Space. Those educated in the older texts will see the name River Isleron which is another name for the Ethereal plane. The Ethereal plane was used by the Strangers to change the game board of their cosmic game. The outer planes slowly drift upon the River Isleron which passes directly through the Inner Planes. When this occurs, the make-up of the Inner Planes change as the barriers between the inner planes and invading outer plane weaken or fall.   After the Strangers entered their slumber, only two outer planes have since passed through the Inner Planes - Nihor, the Plane of Chaos, and The Dreaming, the realm of the Fey. Both have left indelible marks upon the world of Baennor, with the former bringing orcs and goblinoids to the planet, while the latter introduced the aos'si and other fey to the world.  

The Outer Planes

There are over a dozen dimensions exist outside of the Inner Planes. These are commonly referred to as simply the "Outer Planes". Each of them has a different make-up and composition, and, unlike the melting pot that is the Prime, each has a primary focus. Nihor, the plane of Chaos, for example. The Dreaming is a realm of fey and fairy magic. On a collision course with the Inner Planes is Baegherix, a plane of sinister evil and cruelty where devils and infernals reside. Each of these planes floats along the River Isleron and will eventually pass through the Inner Planes of existence.  

The Inner Planes

There are eight Inner Planes which consists of the Prime, the Radiant, the Shade, the Wild, and the elemental planes of Sulfurias (earth), Ionios (air), Philogistia (fire), and Apiomia (water). These dimensions border one another in an overlapping, stationary cluster in Astral Space. For the most part, there are distinct borders between these planes, but in still others the barriers between them are non-existent. On Baennor, these locations are referred to gates - a well-known Philogistia Gate resides in the Reinhelm Mountains, deep in the heart of a kazzixi stronghold. Most of these gates are closely guarded for, as we will see, the elemental motes known as True Elements are a precious commodity traded between the Prime and the other Inner Planes. Those with control over the gates have become extremely wealthy and powerful over the years.  

The Prime

Life as we understand it exists primarily on the Prime, a plane of existence not unlike what you, the reader, live in today. After the Old Ones went into torpor and abandoned the multiverse, the planes continued as before without them. As the Outer Planes pass through the Inner Planes it is referred to as "resident" within the Inner Planes. When this occurs the spaces between the dimensions are often as easy to pass through as a curtain into another room. In recorded history, only two such planes have been resident within the Inner Planes - Nihor and The Dreaming. However, Baegherix - the plane of devils and infernals - is drifting inexorably closer and will someday collide with reality on the Prime.  

The Void

The mysterious demi-plane known as the Void is a construct envisioned and first proved possible by the brilliant Dr. Sedra Wystock. Dr. Wystock theorized the pathways between the planes of existence could be blocked through the nullification of space itself. If there was nothing - a void - the ability to travel between two places that were originally touching in the multiverse would be impossible. It would be as if trying to jump across a chasm - or so she believed.   Originally created in a lab in Rynmark, the construct did indeed create a void in the space between two planes. However, it also enabled something entirely fantastic and unpredicted - unexpected access to the fifth element, also known as aether or pure magic, was achieved. Somehow the void in space served as a conduit to an otherwise imperceivable source of magic.   After the Void, as it would soon be coined, was expanded to cover first Rynmark then the entire planet, the connections to all planes of existence was immediately severed. While a boon for most, this caused untold dispair and damage to those who communed with or worshiped beings on other planes of existence. The aos'si, for example, were cut off their their ability to visit The Dreaming, while priests were disconnected from the embrace of their gods.   50 years since its creation, the Void is no less controversial. Protests regularly occur and there are regular attempts to somehow breach the Void and regain access to the multiverse. Some are successful and there are "underground" gates and connections that have been established, but when discovered they are quickly destroyed by Commonwealth authorities.   The Void has brought about revolutionary change to the planet, enhancing nearly all aspects of life. As aethertech and science march forward in progress, the old ways are slowly fading into oblivion.  

The World of Baennor

Baennor is just one of the many planets used by the Strangers during their ancient cosmic game. The planet mostly consists of vast oceans, sitting as the third planet from an orange dwarf star called Orlad. Today the world of Baennor is at relative peace. The War of Unification ended some two decades ago and commerce has largely taken over the daily lives of the people there. That is not, of course, to say there is no conflict - open warfare has been replaced by political intrigue, competing syndicates, and the collection of valuable information.  

The Continents

  Daelus - Long forgotten by the daonni during the dawning of this new age, the continent of Daelus sits as an uncharted new world to many explorers across the Commonwealth. During the Age of Chaos when the Plane of Nihor sat resident within the Prime, unspeakable beings plagued the land. Orcs and all other manner of humanoids were warrior-slaves to the Terrors who ruled the planet.   A once mighty nation resided on Daelus, controlled by the Overlord Wrycrahx - but as the Age of Chaos came to an end, he was betrayed. An explosion of magic so powerful it was said to have turned the night into day across all the lands destroyed the entire nation of Pyortex in a flash. Very little survived the blast. In the hundreds of thousands of years since, the wilds of Daelus have reclaimed the land from the once fearsome Terror.   Just within the last fifty or so years, the Commonwealth has been making in-roads into Daelus. Called “The Frontier”, colonies from the Commonwealth have been established across much of the northeastern segment of the continent. The rich and the poor alike have flocked to the continent in search of adventure or a new chance at a happy life. The merchant syndicates have not missed a beat either, establishing trade routes and claiming their choice of real estate all along the Frontier. The nobility is not immune to the sense of urgency either. The Sovereign’s court will throw a title at almost anyone of noble to semi-noble birth who is willing to tame the wilderness.   Drocrath - The last known bastion of goblinoids on the planet. These creatures were forced from their homelands across Daelus and Eryphir by the aos'Si, daonni, and jotun as these races gained power and strength. The continent is ruled by the Fa'moire, a sect of fey who have abandoned the ways of the Fairy Courts exchanging them instead for the corrupt ways of the Old Gods. There are five clans of goblinoids across the continent, each strictly segregated by their race - bugbears, goblins, hobgoblins, orcs, and ogres. These clans are organized by the Fa'moire and used by them as something of a buffer between their home of Ge'ata and their enemies - the aos'si - on the continent of Eryphir.   Eryphir - The continent of Eryphir has been populated for over one million years by one race or another. Originally inhabited by the armies of the Old Ones, it has since seen several ages in which different god-like beings have reigned over the planet. Currently, in the Age of Wonder, in which no outer plane holds sway over the Prime, magic reigns supreme. The Commonwealth is the largest government on the continent, but does not control the whole of it. While that is certainly their goal, there are many other smaller nations and people who do not fall under their sway.   Icia - The last of the major continents, is something of a mystery. The only organization of any sort on this small continent are the Pirate Princes who inhabit the innumerable coves and caves along its porous coasts. The pirates have resided hundreds of years, ever since the Belorian fleets drove them from Seaside and their coastal forts on Daelus. Today few outside the pirate clans make it to the continent itself, generally falling prey to the numerous pickets and coastal defenses established by the princes.   Medrevos - The lost continent is a vast wilderness located just to the southeast of Eryphir. Where Daelus had once been inhabited and is now in the process of being revived, Medrevos has proven to be an inhospitable and overgrown landscape where very few have traveled. The main jungle region, known as Lockhart's Labyrinth, was once traversed by the jungle's famous namesake Vernold Lockhart. Medrevos is a continent that feels tilted, with its eastern edge dipping into the ocean, while the western side has been thrust up into the air. Massive cliffs and mountains have historically prevented most explorers from even making it onto the landmass.   It is said to be inhabited by a race of intelligent lizardfolk who use toxic gas and poisons as weapons to hunt and capture their prey.   Medrevos is perhaps most well known for the flight of the S&G. The historic aeroship was one of the first, and perhaps one of the largest built in Rynmark after the creation of the Void. Its commissioning was by the Geographical Society of the Commonwealth (GSC), a posh and influential organization based in Rynmark proper. The S&G was a massive ship for its time, capable of carrying almost 400 people with supplies for over a year on board. The ship was to map the breadth and depth of Medrevos, bringing back samples of flora and fauna, images of the indigenous people, and, perhaps most expectedly, treasures from the lost continent.   The S&G was in contact with Rynmark for nearly a month before abruptly cutting all communication. The expedition was pronounced "lost" with all hands by the GSC in 34 AV. Only a few half-hearted attempts to recover the S&G have ever been attempted, so no one truly knows what happened to the ship or its crew.  

The Commonwealth

The Commonwealth of Belor is a relatively new government in the grand history of Baennor, having only completed their conquest of Eryphir some two decades ago when the Soumi of the West fell to Belorian forces from the city of Rynmark. With the surrender of the city of Nofre-Maz, the Soumi people were absorbed and most of the former kingdoms of the daonni fell sway under the Commonwealth. The build-up of this mighty empire, however, is a story that dates back tens of thousands of years.  
Rynmark sits in a massive crater in the eastern part of the Commonwealth, near the Reinhelm Mountain range and within the Blackwood swamps.   Rynmark (formerly Mhorag) - The Belorian armies took the seat of the Orcish warlords and settled here, creating a capital from the ashes of the former rulers. The once fearsome power base for the orcish empire, Mhorag, was razed to the ground and given a new name - Rynmark - the seat of The Sovereign and host to representatives from all the Houses across the Commonwealth of Belor.   Today, Rynmark is the center for commerce on Eryphir, as well as its military and administrative centers. In addition, many major syndicates make their headquarters here, along with most overly wealthy merchants and much of the upper class. It is indisputably the “Jewel of the Commonwealth” on Eryphir.   Hopefully this introduction has helped you envision a world of magic, intrigue, and adventure. We look forward to seeing what worlds you create with Strange & Grim as a backdrop to your campaign! So grab your rapier and your Volt pistol, and prepare yourself for high adventure in the neo-arcane realm of Eryphir!
Quellis Avernath
Getting Started in Zephyr
History & Events   Species & Relations   Classes & Occupations   Geography & Maps

Adventures in Eryphir


The Corruption in Daelus
ERY-S118- E1 - Rumblings in Ravens Barrow
ERY-S118- E2 - A Knight's Terror
ERY-S118- E3 - Missteps in Meresburg
ERY-S118- E4 - Reckoning in Ravens Barrow

Rise of the Internationalé Coalition Endothermiqué

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