The World of Cataclysms [Archive] - Wizards Community

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chimpman

07-06-07, 08:25 PM
Here are some ideas I've been kicking around in my head for a while. I thought I would take some time and share them.


The World of Cataclysms
The ancient world was a land ruled by near gods, animal headed creatures possessing vast amounts of knowledge and phenomenal power. That world is gone. Civilization is shattered, and those who survived that cataclysm, and those that followed, struggle for survival.

The catastrophes are said to occur in cycles, each one tied to one of the four elements, Fire, Earth, Air, and Water. The first cataclysm broke the world of the beast men, but some individuals from that age survived to the next. Near immortals, they could not die from natural causes, and their power elevated them to the status of gods. Lesser races began filling in the voids left by the beast men, but those few beast men who remained were never far away. Kingdoms grew and empires formed, and the lesser races began to reach the heights that their predecessors had once achieved.

Several cycles of cataclysm passed, each bringing with it new races and new ideas. Each age brought achievements and generated legends of its own, before dashing them both to dust in violent upheavals. The latest such upheaval bathed the entire world in a nightmarish deluge of water, ending the age of man.

Human achievements were magnificent, and their martial power was rivaled only by their magic, but not even these great civilizations could stop the coming cycle of cataclysm. Once humans fought to dominate the world, now they fight merely to survive. Once they dominated the planet, now they find themselves yet one player among many.

None yet know what the new age may bring.


Inspiration
•Thundarr the Barbarian
•Oath of Empires series by Thomas Harlan
•The Age of Discovery series by Michael A. Stackpole
•Graham Hancock books
•Discovery Channel
•Tales of Atlantis
•(perhaps most important of all) This board ;)
chimpman

07-06-07, 08:27 PM
The First Age: Age of Fire
The first age was an age of Fire, dominated by beast men, creatures with the bodies of humans and the heads of beasts of all kinds. These Children of Fire were masters of secret crafts, and could control the very essence of the universe.

It is unknown what the beast men inherited from the previous Age of Water, if they inherited anything at all, or if even there was a previous age. Some scholars theorize that the Age of Fire may have very well been the first age of existence, and that the hubris and arrogance of the beast men started the Wheel of Cataclysm spinning in the first place.

The Age of Fire ended in a catastrophic explosion, as a massive super volcano erupted in the middle of the beast men empire. Their great cities were destroyed and the beast men that could, escaped to the far corners of the world. The aftermath of the explosion left the world covered in darkness for decades and eventually ushered on the advent of a frozen world, and the next age.

The Second Age: Age of Earth
Covered in snow and ice, the second age was a cold world. The oceans froze and receded from the land, covering both poles in vast sheets of ice. Life in all its forms died off at an amazing rate, but eventually something emerged that could thrive in this environment. From the depths of the earth the Neanderthals came. Large and heavy of frame, their bodies could withstand the harshness of their environment.

Neanderthals were not ambitious however, and they strove neither to create great cities, nor vast empires. Instead they focused their energy inward and toward the land that sprung them. They were great observers of nature and built many monuments to its wonders. Stone calendars that tracked the movements of the sun and moon, temple complexes that reflected the positions of the stars in heaven, and underground caverns painted with the wonders of the surface world; all of these things are legacies left by the Neanderthals.

Survivors from the previous age began to awake, or at least came out of hiding, during the end of this age. The beast men were not impressed with the Neanderthals and their accomplishments and so they tried to mold the savages more to their liking. Styling themselves as saviors of the world they founded new dynasties and new empires, and ruled over the frozen landscape of the Neanderthals as gods.

The reign of the Neanderthals and their beast headed gods was not to last, however. The earth shook and rumbled until it eventually swallowed them up, back to the depths from which they came. The ice began to recede, leaving new oceans in its wake, but the world still remained a cold and frozen place.

The Third Age: Age of Air
Ice still covered the poles and large glaciers still dotted the lands, but the world was gradually growing warmer. The new Age of Air brought with it warmth that renewed life across the globe. Forests grew around the equator and from them sprung the forest people, ape-like creatures that lived in the giant tree tops.

Being insular, the forest people did not bother themselves with leaving their forest homelands and neither were they concerned with the knowledge of previous ages. Despite the fact that they shared much in common with the Neanderthals who came before, they did not delve into their ancient places of power.

Stories of previous ages had made their way into the lives of the forest people, and they distrusted anything from outside their world. Whether the beast men still existed or not the forest people never saw them, and would not have welcomed them if they had. Everything that they needed was provided by the forests around them.

The end of the Age of Air brought about the end of the forest people as well. Devastating plagues swept through their cities deep in the equatorial forests, wiping out most of their populace. The Age of Air ended as quietly as it had begun.

The Fourth Age: Age of Water
None know where the first humans came from. What is known is that they appeared on the shores of nearly every known land from somewhere across the sea. Their skills plying the waves in their sailing ships was unrivaled by any who had come before them.

Rumors abound linking the humans to the beast men three ages prior. Some claim that the beast men returned and led the humans as their gods, just as they had once led the Neanderthals. Others claim that humans sought out the ancient knowledge and powers of the beast men and claimed them for themselves.

Regardless of how they actually came about, the humans did indeed build great empires, and many of their greatest works referenced beast headed gods and patrons. The human empires stretched across the globe, from the coldest northern and southern reaches once populated by Neanderthals, to deep within the equatorial forests and jungles that were once home to the forest people.

The earth continued to warm throughout this age creating enormous reservoirs of water underneath the ice sheets in the poles. When the reservoirs finally broke they unleashed a cataclysmic flood that raced over the land tearing away all in its path. Finally joining with the oceans, the water raised sea levels to unprecedented heights, wiping out all coastal cities and the last vestiges of civilized mankind.

The New Age
The Cataclysm of Water has left the world in a state of savagery. Although the Great Flood failed to destroy humans entirely, it did demolish most of their civilization. Those that remain are in a state of savagery and barbarism compared to their forefathers.

Not all hope is lost however. Some few small pockets of civilization did manage to survive the catastrophe and even now, in the wake of disaster, they struggle to rebuild their former glory. Humankind however, is not the only race striving to regain their past. Neanderthals are beginning to emerge from their frozen homelands in the north. The forests and jungles are reclaiming much of the lands as well, and with them come strange tales of folk who live in the treetops.

It is uncertain what this Age holds in store, if any of the former races will survive to once again become dominant, or if some unknown race will emerge to claim their place in the world. Some proclaim that the cycle of catastrophe has been broken and will not be seen again, while others foretell the destruction of Fire that they believe must come.
chimpman

07-06-07, 08:32 PM
Humans
Humans dominated the world during the Age of Water, and are still the most populous race on the planet. Their supremacy however, came to an end with the cataclysmic flood, and the majority of humanity rapidly fell into savagery.

Many of the humans that survived the cataclysm, did so because they lived deep in the wild places of the world, far from the centers of civilized lands. Barely more than savages before water cleansed the planet, these humans retained the skills necessary for survival in harsh lands. Pushed from their former territory by hardship and invaders, they are beginning to discover that their race had a much deeper history than they previously thought. Many strive to regain that heritage, and once again claim dominion of the earth.

Humans as described in the Players Handbook pg. 12

Humans (Taltinian)
The Taltinians ruled much of the civilized world from their island empire. They were masters of the seas and crafted vessels to ply them that were beyond compare. Those with Taltinian blood tend to live much longer lives than their baser brethren, some reaching the age of 800 or more. Because of this, there are still Taltinians around who can remember the time before the Great Flood, when their culture dominated the globe. These Taltinians are few and far between however, and their light is rapidly fading from the earth.

[Notes: I want to fill the niche normally filled by elves and half-elves with some kind of "high human" variants. That is what the Tatinians are meant to be. I'm still not sure how to stat them out, or even if they should be significantly different from normal human stock. I do want them to live longer. I'm also toying with the idea that their favored class be Truespeaker (from ToM).]


Hadozee
Ancient hadozee legends tell that their people were brought to this world on the winds, and it is to the winds that they pay homage. Though it is clear, at least to the humans who so recently occupied their lands, that the hadozee were absent, or at least hidden, they are now back in force. Reclamation of their homelands is their top priority.

Although most hadozee react violently to any human squatters in the jungles, they hold no grudges against those inhabiting the nearby plains. In fact the hadozee and the more civilized humans often make common cause against barbarian hordes that plague both their lands.

Hadozee as described in Stormwrack pg. 41

Neanderthals
One of the older races, Neanderthals have survived through all of the catastrophes of the world since their emergence from the earth long ago. Dwindling numbers and an elusive behavior have removed them from the memories of some of the younger races, but in the centuries leading up to the Great Flood their presence has increased.

Neanderthals as described in Frostburn pg.36

Warforged
Warforged were created by the Taltinians to swell their armies with unwavering soldiers. Now with Taltinas at the bottom of the sea, those warforged who survived the disaster must make their own way in the world.

Warforged as described in Races of Eberron pg.07

Shifters
Shifters can claim a shared heritage with the beastmen of old. Now they inhabit the far reaches of the world eking out a living as scavengers and nomads. Some are beginning to find their way into the armies of sorcerer warlords.

Shifters as described in Races of Eberrron pg.25
chimpman

07-06-07, 08:36 PM
Andal
Population: 80% human, 5% Taltinian heritage, 15% Neanderthal.
Classes: Barbarian, Fighter, Ranger, Rogue, Shadowcaster, Sorcerer

Andal is one of the Three Kingdoms that survived both the depredations of Taltinas and the destruction caused by the Great Flood. The northernmost of the three kingdoms, Andal also has a sizeable Neanderthal population, and their armies have benefited greatly because of it.

Andal is very militaristic. They have been steadily building up military forces by consuming local Neanderthal and Naldaav tribes. The original intent was to fight the Taltinians, but now after the flood, with the Taltinians and a good portion of their own country destroyed, the military’s main concern has been keeping domestic peace. Add to that the fact that most of their military may have loyalties to the Naldaav tribes or even to Karthgost in the north, and Andal’s actual strength comes into question.

Andal is ruled by its military leaders.

Fengor
Population: 95% human, 3% Taltinian heritage, 1% hadozee, 1% Neanderthal.
Classes: Barbarian, Fighter, Ranger, Rogue, Shadowcaster, Sorcerer

Before the Great Flood the Fens were little more than barbarians who fought against the might of Taltinas. Their fierceness, coupled with the distance from the island empire, was enough to keep freedom alive in Fengor, but ultimately they were fighting a loosing battle and the Fens knew it. The ending of the Fourth Age changed that when it wiped away Taltinas and all of its armies.

Though they chafed at the idea of being ruled by the Taltinians, the Fens were pragmatic people and did not hesitate to claim as much of the broken empire’s technology for their own once it had crumbled. As one of the Three Kingdoms, Fengor sees itself as the successor to Taltinas, and the heir apparent of the world. Unfortunately for them they fall far short of their dreams. Still little more than barbaric tribes held together by a warrior king, the Fens are locked in perpetual battle with their neighbors of Meor and Andal. I addition a new threat looms on the eastern front, as Gothsiiv hordes pour out of their ancestral jungle homeland.

Gothsiiv
Population: 100% human.
Classes: Barbarian, Ranger.

Of the same racial stock as the Naldaav, the Gothsiiv escaped most of the destruction of the Great Flood in their forest home. After the disaster however, their homelands changed drastically. Spirits of old haunted them and drove them from their hunting grounds. Now the Gothsiiv are adapting to their new environment by raiding and pillaging their neighbors.

Karthgost
Population: 60% Neanderthal, 25% human, 15% shifter.
Classes: Barbarian, Binder, Druid, Ranger.

Born from the frozen wastelands of the north, Karthgost is a nation shrouded in mysteries that send shudders down the spines of normal folk. The disparate tribes of Neanderthals, who were barely able to eke a living from their frozen homelands before the Great Flood, have been fused into a unified nation. Their armies display the banners of animal headed men, and rumors abound that the beast men of old have returned to re-forge their ancient empire.

Meor
Population: 90% human, 8% Taltinian heritage, 1% Neanderthal, 1% warforged.
Classes: Barbarian, Bard, Fighter, Ranger, Rogue, Shadowcaster.

Much like the Fens, the Meor spent generations fighting off the Taltinians and after the Great Flood have managed to build themselves up into a unified kingdom. They are constantly at strife with neighboring Fengor and Andal, struggling to claim the succession of Taltinas for themselves.

Of the Three Kingdoms, Meor has the longest history of struggle against Taltinas. As such they also have more Taltinian blood flowing through their veins than any other people, a fact which they never fail to reveal.

The Meori are ruled by a cabal of merchants and wealthy families, many of whom can trace bloodlines back to Taltinas.

Naldaav
Population: 98% human, 2% shifter.
Classes: Barbarian, Binder, Ranger.

The Naldaav are savages who live between the frozen wastes of Karthgost and the lands of the Three Kingdoms. They are warriors who supplement their hunting lifestyle with raids upon their neighbors. Recently Karthgost has begun to advance into their territory, pushing the Naldaav further south and into more frequent conflict with the Three Kingdoms.

Rac Vennacot
Population: 98% Taltinians, 2% warforged.
Classes: Fighter, Monk, Sorcerer, Truespeaker, Wizard.

High atop Mount Vennacot, the Taltinians prepared for then end that they knew would come. The secret stronghold that they built was designed to hold all of their knowledge, keeping it safe from the coming cataclysm. Stores of food were set in, and living spaces carved from the mountain itself were created to keep the best and brightest of the Taltinians safe. Unfortunately the end came before Rac Vennacot was ready, and the Taltinian plan to preserve their culture failed… or at least partially so.

A few Taltinians did survive the Great Flood there. These were the architects and engineers of the place. After the waters receded it also became a haven for any Taltinian military in the area that managed to escape their enemies.

Powerful magic abides there now, though Rac Vennacot is a dying city. Most of the inhabitants were men and since the Taltinians are loath to mingle their blood with that of lesser races, their population has been declining since the Great Flood.

Soolg
Population: 50% human, 27% shifter, 8% Taltinian heritage, 5% Neanderthal.
Classes: Fighter, Monk, Sorcerer, Wizard.

A mighty wizard rules over the city state of Soolg, and has since the start of this Age. The city itself is a vast fortress, its walls and towers made of iron and nearly reaching the sky. Raiders from the city foray out into the world on a sporadic basis, many times seeking supplies and slaves.

Most of the other kingdoms stay well clear of Soolg. Some tales say that its master is one of the ancient beast men, now dark and twisted by millennia of its foul magic. Others tell of Taltinian wizards who managed to escape their doomed nation, or of necromantic Neanderthals bent on devouring the populace and covering the world in a second coming of ice.
chimpman

07-06-07, 08:37 PM
There are several special locations in the land that are not necessarily associated with any one nation or people.

Dark Forest
The Dark Forest lies to the west of the still living lands and is bounded by a high mountain range. Once home to the Gothsiiv, in recent years the savages have exited the forest in mass. Some say that they were driven out by fell spirits or fey who prey on mortals. Others contend that the forest folk have returned to their ancient homes and are driving away the human invaders.

Regardless of who or what dwells there now, few who enter the forest live to return. It is a dark and foreboding place, and the light of day rarely shines through the thick canopy of branches.

The Sunken Shores
Many lands fell beneath the seas during the Great Flood, and those nearest to the shorelines failed to return. Pale reminders of ancient glory can still be seen in these sunken shores as the tips of temples and other once great buildings pierce the surface of the sea to show themselves.

Few sail in these waters for many tales say they are haunted. Adventurous souls sometimes brave nearby beaches in hopes of finding some ancient piece of history or glimmer of former power washed ashore. Most often these adventurers never return from their forays.

Ruins
Countless ruins exist across the landscape, dating from the former age back to the Age of Fire. Some are truly abandoned shells, while others hold secrets of former power. Fey enjoy populating these places and leading mortals to their deaths here.

Washed Away Lands
The lands that were washed away are barren, devastated places. Much like the sunken shores, these places are shunned as being haunted by spirits of the dead. These lands snake across populous areas like gigantic dried riverbeds, and in fact that is exactly what they are. When the waters rushed down from the poles to cover the lands, it swept away much of the civilized world with it.
chimpman

07-14-07, 12:15 AM
Queen of Mists
The fey queen rules the lands beyond the Mists of Time. She is capricious and fickle, and some say that her mood changes with the seasons. Some legends say that the beastmen of old stole this existence from the Queen of Mists, and exiled her to a barren land beyond time. From there she seethes and plots ways to reclaim what was stolen from her so long ago.

Her servants are fey of every type, and they travel through cracks in the fabric of the universe, where the Mists seep into this world. Their mission is to trick mortals into giving up their most prized possessions, whether it be objects of power, loved ones, or even their own lives. To make a deal with the fey is to risk your own immortal soul.

Since the drowning of the world, the cracks have grown wider, and the Mists no longer seep through, but they pour in. Ancient places, ruins, battlegrounds, holy grounds of long lost gods – the fey are abundant in all.

“Making a deal in the Mists,” refers to a bad deal, or one where the outcome is unknown, but expected to be bad.
“And we’re standing here as the Mist rolls in,” is an expression with the same meaning as “up the creek without a paddle.” You know you’re in trouble, but there is very little you can do about it.
colwyn1975

07-14-07, 12:42 AM
Here are some ideas I've been kicking around in my head for a while. I thought I would take some time and share them.


The World of Cataclysms
The ancient world was a land ruled by near gods, animal headed creatures possessing vast amounts of knowledge and phenomenal power. That world is gone. Civilization is shattered, and those who survived that cataclysm, and those that followed, struggle for survival.

The catastrophes are said to occur in cycles, each one tied to one of the four elements, Fire, Earth, Air, and Water. The first cataclysm broke the world of the beast men, but some individuals from that age survived to the next. Near immortals, they could not die from natural causes, and their power elevated them to the status of gods. Lesser races began filling in the voids left by the beast men, but those few beast men who remained were never far away. Kingdoms grew and empires formed, and the lesser races began to reach the heights that their predecessors had once achieved.

Several cycles of cataclysm passed, each bringing with it new races and new ideas. Each age brought achievements and generated legends of its own, before dashing them both to dust in violent upheavals. The latest such upheaval bathed the entire world in a nightmarish deluge of water, ending the age of man.

Human achievements were magnificent, and their martial power was rivaled only by their magic, but not even these great civilizations could stop the coming cycle of cataclysm. Once humans fought to dominate the world, now they fight merely to survive. Once they dominated the planet, now they find themselves yet one player among many.

None yet know what the new age may bring.


Inspiration
•Thundarr the Barbarian
•Oath of Empires series by Thomas Harlan
•The Age of Discovery series by Michael A. Stackpole
•Graham Hancock books
•Discovery Channel
•Tales of Atlantis
•(perhaps most important of all) This board ;)

sounds like a good barbarian setting ,in which would be a killer for ad&d if you got the barbarians handbook!
chimpman

07-14-07, 11:37 AM
Thanks colwyn! I haven't spent much time on the barbarian aspect of the setting yet, however I do have some things in mind. Since it is a cataclysmic setting, most civilizations will not be able to field trained armies, thus their fighting forces will be better represented by barbarian warriors.

However there is another aspect I want to focus on as well. I've been toying around with the idea of a Free City, somewhere where people from many civilizations have gone to seek shelter after the Great Flood. Casting away their old allegiances and racial hatreds they now band together for mutual survival. Anyway I need to think about that some more.
chimpman

07-15-07, 09:40 PM
Brotherhood of Wizards
Each wizard is a unique being, though they all have something in common. Most were powerful Taltinian wizards before the Great Flood destroyed their civilization. Now they seek its lost power. Although they are all part of the Brotherhood, the wizards compete with one another for unknown gains. All wizards are nominally aligned with the power of Soolg, and there is a great conclave there once every 10 years. Who or what the wizards actually pay fealty to is unknown.

Aaoz – Behind his metal mask, Aaoz is a being of pure malice. He has enslaved several Neanderthal tribes far in the northlands, and terrorizes the surrounding countryside from his fiery fortress. All of this is a distraction created by Aaoz however. He has found an ancient city buried beneath the ice and uses his fire magic in secret to excavate it.

Bazmati – Little is left of Bazmati, save for her pickled brain that floats in a briny jar. Her powers are not diminished however, for Bazmati has uncovered the secrets that grant her control over constructs. She has enslaved several villages in Meor and is forcing the villagers to mine strange minerals with which she will create an army of automatons.

Crayor – On nights of the full moon, Crayor and his minions venture forth from their mountainside villa to terrorize the countryside of Meor. Wolf-like beasts kidnap frightened villagers and bring them back to Crayor for some insidious purpose. In truth the decrepit old wizard is searching for his last known blood descendant.

Marjak – Standing nearly 10 feet tall, Marjak is as imposing physically as he is powerful in wizardry. He has enslaved a small tribe of Fens and forced them to excavate an ancient temple in the swamplands. Marjak is searching for some unknown artifact that will increase his powers.

Regelda – Regelda hides her physical form beneath robes and shadows. She is a divided being, having made a pact with powers from beyond this world. Half of her body covered in blistering red scales, while the other half remains that of a raven haired beauty. Regelda is attempting to build up an army of enslaved warriors so that she can consolidate her power and remove several of her rival wizards.

Trellig – Serpentine with tentacles and razor sharp claws, Trellig and his band of lizard people raid human villages from a ship that flies through the air. Trellig and his crew always approach from the sea, and after they have left a trail of devastation, that is where they return. What he is searching for is unknown.
Aramil_Donel

07-16-07, 05:23 PM
Nice work.
I think i would like playing this setting.
:D

If Trellig has a flying ship, probably survived from the last cataclysm, who's to say that there's not some more out there, eh? Could be nice campaign for players. Maybe even 2.
Find the ship.
Adventure on the ship.
Get loot:w00t:
chimpman

07-18-07, 10:51 PM
If Trellig has a flying ship, probably survived from the last cataclysm, who's to say that there's not some more out there, eh? Could be nice campaign for players. Maybe even 2.
Find the ship.
Adventure on the ship.
Get loot:w00t:

Thanks Aramil :D. In fact that's pretty much what I was thinking when I wrote this. I'm not sure how many flying ships I would want to have survive however there could be several out there. I would certianly make my PCs have to fight for s prize such as that, and there is no way they would get one without wresting it from the cold dead hands (or claws or tentacles) of whatever wizard claimed it as his own.

Now for a question. What do you think of the race mix? I want to keep the number of playable races down, but at the same time I don't want to restrict player creativity too much. I tried to accomidate a variety of playing styles with neanderthals taking the place of half-orcs, hadozee replacing halflings, and taltinians taking the place of perhaps elves or half elves (I haven't decided yet).