Campaign Arc: Multiple Worlds & Vecna PEACH please

Post/Author/DateTimePost
#1

kumagroo

May 23, 2009 15:57:50
Any and all input would be appreciated. The "short" version of tier by tier synopsis is this:

Heroic: Heroes are traitors in the Emperor's inner circle. Said Emperor has a monopoly on all the portals connecting the primary world of Dashar with other planets. (Each of which is a native world to major PC races; description of worlds to follow later.) The so-called Defenders of Liberty, (who come off as Star Wars type rebels at first, only to reveal a darker side later), have managed to grant the PC's some protection against the Emperor's irresistable ability to compel loyalty from any who approach him. The early adventures involve the the PC's establishing trust in the Imperial ranks running missions to various worlds to help the Emperor's allies, squash rebellions, and so on. Lots of different terrain and world types to switch things up... As they complete assignments, they run small errands for the Defenders, but nothing that threatens to expose them (though there is one close to the Emperor who suspects them). On some adventures, the PC's fight undead who are a direct threat to the Emperor because his ability to compel only functions on the living. By the end of tier, the PC's have helped the rebs sabotage the portals on the hub world of Dashar, cutting the empire homeworld off from its satellite worlds...only to discover that the portals now all lead to the Shadowfell and that Dashar is now a world in which the dead rise up again (kudos to Open Grave) from these many leaks.

Paragon Tier: The PC's have to pick sides at this stage. Kick the Empire while it's down? In this case, I envision a fight with the emperor as the Emperor's secret cache of "florium" moss that enables him to exert complete dominion is stolen with no link to the world that produces it. Help the Empire combat the MASSIVE number of sentient undead who are doing all they can to keep the portals open to the Shadowfell and conquer Dashar? Fights with bad-a$$ undead abound. Most likely the PC's will either work against both sides, but by the end of this tier they are fighting in the Shadowfell realm and making their way to fight a version of Acerack the demi-lich who they believe is behind it all and the secret leader of the "Defenders of Liberty".

Epic Tier: Of course, Vecna has a hand in all this. The PC's learn that Vecna’s ultimate goal is to supplant the dominion of the other gods by ultimately eradicating the base of their power: their worshippers. To do this, Vecna has a three-fold plan that is nearing fruition:
1) The winning over of more converts with the lure of power and putting these converts into positions of political power where they can weaken the bastions of civilization from within.
2) Modifying all the Imperial Portals to tie into the Shadowfell, thereby disconnecting Dashar from all its holdings
3) Vecna seeks to create an army of undead to sweep over the land of the living. He plans to ally himself with and use Orcus as his primary Marshall in this war but has recruited Kyuss also. He hopes to accomplish this by:
- Sowing as much warfare as possible. He will enlist the aid of other evil deities until such time as they are no longer needed.
- Fell magic= when a person dies their corpse will rise up again as undead. People of great extremes, either capable of great good or great evil re-animate as more potent, sentient undead.
- The creation of more zones and gates that link to the Shadowfell that will allow him to draw in more undead, and he hopes to befoul or taint the sanctified ground of the deities of good.
So, this tier is spent gathering weapons needed to fight Vecna (his heart, sword of Kas, etc.) while working their way up throught his hierarchy of support (fights against Orcus and Kyuss around 29th level) Big, bad fight against Vecna at the end with either the PC's or the God of Secrets holding the fate of the world portals in their control.
#2

kumagroo

May 23, 2009 16:01:22
Background Information and the 1st Game with the Players (again, more criticism and advice as I hope to launch in June)

The Emperor Shion Onacc XIII’s Legates are the most elite soldiers in all the worlds. Resourceful, adaptive, and indisputably loyal, they are the cutting edge of the Imperial will. Keeping the peace, deposing monarchs, or squashing rebellions, there are no others who can match their strength. When other soldiers fall, these beings, that some suppose have descended from immortals, rise up again to fight. [Design note: This is my explanation of healing surges and how a PC can go from “dying” to up and fighting in a round.] To those who abhor the yoke of Imperial domination, the Legates go by another name: The Emperor’s Dogs. Many have tried to “retrain” them, to turn them against the Emperor, but none have ever succeeded…until now.
Enter the heroes. Finishing the last bit of their training, they are nearly ready for the last stage of joining those elite and feared soldiers. All that remains is to stand before the Emperor himself, hear his voice, and give the Oaths of Binding. Like all who come before Onacc, they will truly live only to serve when they depart as no one can resist the Emperor’s magical compulsion. But along comes a man, known only to them as the mysterious “Traveler.” A member of the “terrorist” group known as the Defenders of Liberty, he promises the heroes a chance to retain their free will. The price is a small one: treason.

In this campaign designed to take the party from levels 1-30, the heroes dance on the delicate edge of living as double agents. Will they overthrow the monopoly of power the Emperor holds over his worlds, or will they bring Imperial imposed order and peace to all by taking down the Defenders of Liberty? The universe is a vast one, with worlds connected by portals monopolized by the Empire. The heroes might venture to the hard and mountainous world of Forge where giants, dwarves, and Warforged vie for Imperial favor in their three-way civil war. They may find themselves on the archipelago world of Attica, where demigods like Medusa, Circe, and The Minotaur battle for control of the few islands that dot its watery surface. Or their travels may take them to Lyfus, the prison world where the northern hemisphere is a fiery inferno always exposed to the sun, the southern is a frozen waste of ice and rock, and only an area a mile across is habitable by the convicts condemned to die here.

Session 1 Synopsis:
Players come from a variety of backgrounds and worlds when their unique abilities are discovered by the Sentinels of the Emperor. Each is “recruited” for the honor of training to become “Legates.” For the last year, the PC’s have been trained in the Gold Academy, which, unbeknownst to them, is located on the prison world of Lyfus. The five of them have trained together for the duration of that time, some taking courses in history, others in Arcana, and so forth, but all in fighting as a unit. As the game begins, the players are squaring up against a group of 5 convicts to test their worthiness. They have been correctly told that their opponents are convicted murderers who’ve been offered their lives and freedom if they can defeat the PC’s. This, they are warned, means their foes will show them no mercy, so they should show none to them either.

Assuming the PC’s are victorious, they are praised by their sergeant, Fhasaadi Loyalar, and she awards them their diplomas, a private banquet with herself and their other tutors, and an official set of travel documents that only lacks the final Imperial seal. It is at this banquet that the PC’s learn that they will be brought before the Emperor to take their final Oaths and become Legates once and for all. At some point, a servant will drop off a message for one of the PC’s in writing on the inside of his chalice: “Save yourselves! Sauna tonight!”

This will lead the PC’s hopefully to the gymnasium sauna where no one is awaiting. However, once water is poured on the rocks and steam fills the room, the steam reveals a message traced on a mirror: “L Rock.” This, in turn, is designed to lead them to sift through the pile of rocks until they find one shaped like the letter “L.” Inside this hollow, false rock is a message: [see other doc]

When the Traveler finally gets the PC’s alone, he reveals his plan to them: He will strike them deaf and give them the Blinding Sickness so that they might resist the powers of the Emperor. In return, they will agree to carry out certain tasks for the Defenders of Liberty that, he assures, will not compromise their standing as Imperial Legates. (They are too valuable a resource to risk exposure). He warns them to trust no one other than himself.

Skill Challenge: Fooling the Emperor
Level 1
Exp 200
Complexity: 2 (6 successes before 3 failures)
Primary Skills: Bluff, Diplomacy, Insight, Perception, History
Bluff (DC 15) You convince the Emperor and his Sentinels that you are paying close attention to his words and pay the proper obeisance.
Diplomacy (DC 15) You can negate a failure by using your savvy and charm to deflect the suspicions of one of the Emperor’s Sentinels.
History (DC 15) You are familiar with the ceremony and how you are supposed to act during the ritual.
Insight (DC 13) You intuit your way through the ceremonial motions requires based on what seems to be required of you.
Perception (DC 20) Your hampered vision and deafened state muffle most of your senses but you are able to decipher out enough to respond accordingly.
Success: You evade detection by the Emperor’s Sentinels.
Failure: The ceremony is completed but the PC’s have attracted the suspicion of Guratis Silentread, the Emperor’s Sentinel. He will send out a group of loyal agents posing as members of the Defenders of Liberty to trick a confession out of the PCs the following day. However these agents really don’t want to return as failures so even if they fail to elicit a confession, they will eventually attack (see “Agents Encounter”). Guratis will be suspicious of the PC’s activities from here on out and will [in later levels] eventually confront them.

Once the PC’s have completed the ceremony, they are taken to their Suite (player designed) to enjoy some wine and food before meeting the lord they will be assigned to. Once they arrive in their suite, they finally get to meet The Traveler. He swiftly produces an antidote for the Blinding Sickness and as vision clears, the party gets their first look at their Halfling benefactor. (see the Traveler for pic and stats).

The Traveler will take some time to answer PC questions; regardless of how they fare in the optional skill challenge below, he tells them the following:
- The Defenders of Liberty are a coalition of parties united by one cause: the toppling of the Imperial regime. The reasons for joining the coalition vary by group: some seek to snap the monopoly of Imperial inter-world trade, others wish to restore autonomy, even disconnection, of their world from others, and others still fear the emperor is making a bid at godhood. The Traveler acknowledges that there are some within the organization whose motives are not pure.
- The Traveler’s reasons for fighting the Emperor are personal. His family of traders on his home world of Ecil (Swampy fen world) now works for the Empire, but, having been exposed to Onacc’s compulsion seems now not to mind. The Traveler genuinely fears for their souls.
- The Traveler answers to a lord on another world, but he isn’t yet comfortable telling the PC’s who that is yet.
- The Traveler plans on using the PC’s in the following way: First, he wants them to ingratiate themselves fully in the Emperor’s service and to put themselves above suspicion. He will ask them only to follow orders, even if their activities lead them against the Defenders of Liberty at times. If he gives them secondary assignments, they will be of the sort that would not arouse suspicion or countermand orders. Later on, when he feels the party is up to the task, they will be involved in a massive strike against the Empire.
- The PC’s are not to trust anyone else claiming to be members of the Coalition.

Skill Challenge: Getting the Traveler to Talk Some More
Level 1
Exp: 300
Complexity: 3 (8 successes before 3 failures)
Primary Skills: Bluff, Diplomacy, Intimidate, Religion, Nature, History
Secondary Skills: Arcana, Streetwise, Insight
Bluff (DC 13) Through lying and deception, you make yourself seem more doubtful about cooperating without further information or, if your position isn’t clear yet, you manage to convince the Traveler that you can be trusted.
Intimidate (DC 17) You infer that the Traveler had better cooperate with answering more of your questions or the Emperor may need to know that the Defenders of Liberty have infiltrated his Legates.
Nature (DC 15) You engage the Traveler in talk of his home world of Ecil and the trade of herbs and mushrooms his family is involved in. Maximum of 1 success
History (DC 15) You speak about the changes in life ever since the Empire began, focusing on the negatives
Diplomacy (DC 13) You earn the trust of the Traveler with your honesty and eagerness to help.
Religion (DC 15) You recognize that the Traveler wears the symbol of Avandra, the god of change, freedom and adventure. In expressing and interest in this deity, the PC’s earn a deeper level of trust with the Traveler. On a second religion attempt, you discuss what you know about the various gods having dominion over each world, and how dangerous it would be if the rumors of the Emperor seeking divinity were true (As he would have to supplant Erathis, deity of the home world of Dashar). Maximum of 2 successes with this skill.
Arcana or Insight (DC 17) You are familiar with the Imperial monopoly on the portals and speculate that the Traveler has somehow compromised that monopoly in order to have contacted the PC’s on two different worlds. This allows a +2 on the next Intimidate, Bluff, or Streetwise check.
Streetwise (DC 15) You are aware the Defenders of Liberty have a militant branch known as the Black Hand that believes the ends justify the means and are widely regarded as terrorists. You share your concerns with the Traveler about being affiliated with them. Grants a +2 on the next Bluff, Diplomacy, or Intimidate check.
Success: Depending on the level of success, you learn the following information:
2 or less successes: No new information; see failure below
3-4 successes: The Traveler reveals that there are smaller “decommissioned” portals that the Empire has lost, abandoned, or surrendered. Some of these portals link secondary worlds to each other instead of Dashar. The Defenders of Liberty have someone who knows intimately of portal workings that is not bound to the Emperor and so the coalition have a few ways of getting around… [Design note: this is the re-animated corpse of the portal’s creator; a vengeful and powerful undead the PC’s will meet just before bridging the paragon tier!]
5-6 successes: PCs are the second group of Legates to be approached. The coalition doesn’t want all of their “eggs in one basket” as it were… However, things went wrong in Ecil where the other Legates were. An Imperial raid occurred before the Legates could be trained and so that cell of cadets disappeared, presumably going through a gate into Attica before said gate was destroyed by acidic dragon breath. The Traveler and his master belong to a subgroup of the Defenders of Liberty charged with finding a way to infiltrate the Emperor’s defenses, specifically his ability to unerringly command the loyalty and any who approach him.
7 successes: The Traveler has it on good authority that the PC’s next destination will be Attica to aid the Emperor’s latest consort, Circe, with an uprising on her island. The Traveler warns the PC’s never to be alone with Queen Circe, not only for the trouble it may land them in normally, but because she is known for her ability to dominate others as well. Rumor suggests that the Emperor has courted her in the hope of producing children that will be predisposed by both parents to control the actions of others. He also provides them with a physical description of the Legates who may be in hiding there, warning that their loyalty is suspect. Based on his understanding, they would have transported in on an island only 50 miles or so form Circe’s.
8 Successes (total): The PC’s earn the total confidence (or fear if intimidation was heavily played) of Davard. After a long pause, the Traveler reveals his name to be Davard Littleknight (the Rogue) with a warning that such information puts himself at great risk, but he’s willing to tell them so much as a gesture of good faith. Still, if the PC’s meet someone they genuinely think may be a high-ranking member of the Coalition, they can ask that person if they know the name of the Traveler as a sort of litmus test. He also tells them to be on the lookout for an agent shapeshifter known as the Dodger. He could be a resource, but Davard doesn’t know how the Dodger would respond to the “new Legates”
Failure: The Traveler apologizes but insists he can not say more until the PC’s have proven themselves.
#3

kumagroo

May 23, 2009 16:32:34
Planet: Attica

Climate/Terrain Types: Mostly tropical and temperate; Archipelago world with very rocky and hilly islands. 95% of surface is ocean

Demographics: Dominant aquatic race= Sahuagin; Dominant land races= 90% Genasi-blooded humans.

Power Center(s): Seaspray (N) = metropolis surrounded by barrier reefs, primary port that connects Attica to other worlds. Vortex (CE) = Sahuagin moot center

Significance to Empire: Minimal to Minor; in addition to trade items, Attica is prized for pearls and as a vacation spot for the nobility.

Coinage: Based on pearls (size and luster)

Interplanetary Relations: Allied satellite of the Empire.

Political Systems: Surface dwellers ruled in semi-autonomous principalities, many of which are monstrous humanoids that claim to be descended from deities.. Sahuagin grouped in tribes though contenders for monarchy rise and fall.

Legal Issues: As per prince/captain. Generally fishing is quite territorial. Deliberating bringing fire on board a ship is punishable by immediate “disembarkation.” Firearms prohibited planet-wide.

Trade: Most prevalent crops that are exported are olives and grapes (oil and wine) as well as goat cheese.

Social Classes: No real aristocracy among the locals; Princes rise to their rank through accomplishment in trade, piracy or popular acclaim.

Magic: Only prevalent source is a druidic/shamanistic tradition. Magical items not readily available for purchase. A precious few humans with heavy genasi blood have natural arcane powers.

Religion: Controlled by Melora and Kord. Sahuagin worship a great shark deity; both Sahuagin and surface dwellers make offerings to Kraken but humans adhere to the chief sea deity, Melora, her lover Kord and their demi-god offspring which rule over major city-states.

Technology: Bronze Age technology. Many items made of shaped coral, bone, and fish cartilage. Bows from baleen, oil from whale blubber

Planet: Cush

Climate/Terrain Types: Planetary core is crystalline but surface atmosphere is made up of dense, toxic gas. Upper stratosphere is habitable and consistently of temperate climate. No native plants or carbon-based life forms. Floating/flying citadels made and supported by psicrystals and The Inspired support all immigrant life on Cush.

Demographics: Elan and Kalashtar: 25%, Inspired: 20%, Humans: 20%, Githyanki 20%, Other 15%

Power Center(s): Krysteel (LN)= Floating metropoliswith university and headquarters for Inquisitors. Haventry (LE): capital city of The Inspired

Significance to Empire: Inquisitors and Truthsayers, psionic items, crystalware, gas for narcotic purposes.

Coinage: Standard in Krysteel, rare crystal ampoules filled with star-gas for local commerce.

Interplanetary Relations: Grudging acceptance of Imperial rule and protection

Political Systems: Mixed but rule generally held by psionic masters

Legal Issues: Outsiders and locals both have guarantees of mental privacy but this promise is often violated…

Trade: Primarily a service-oriented planet, though indigenous people have grown weak over centuries and now depend on normal form of sustenance that’s imported.

Social Classes: Kalashtar and Elan are slave races in Haventry with Inspired forming the elite ruling class. Githyanki are most often independent pirates.

Magic: Heavy psionics (most born with a wild talent at the least)

Religion:Ioun's world

Technology: Standard, heavy reliance on psionics, crystal as prime building material.

Planet: Dashar

Climate/Terrain Types: Varied but climate-controlled in civilian areas, causing problems in less civilized regions. 70% temperate but extremes at equator and poles. Rich in natural resources.

Demographics: 65% human, 20% dragonborn, 10% other humanoids and demi-humans, 5% dragons, fey and magical creatures.

Power Center(s): Roldem, Sinchary, Tormalline, Rujije, Faldor, and Jerovia are major metropolises governed by the high lords and their dragons (Lawful cities). Emperor’s palace and city is Inarchas (LN).

Significance to Empire: Capital world of the Empire; economic and portal hub; source for most Imperial dragons and magic.

Coinage: Standard Imperial

Interplanetary Relations: Tenuous feudal support by other planets.

Political Systems: Dynastic Empire supported by Aristocracy

Legal Issues: Travelers must have documentation, “red tape”, weapon permits required. Local laws differ across the world.

Trade: While rich in resources, planetary demands are great so most other allied planets supply resources in exchange for protection.

Social Classes: Standard but with growing middle class that threatens aristocracy.

Magic: Arcane magic is prevalent though controlled/monitored by the Arcane Order. Little divine magic. Some psionics from immigrants.

Religion: Erathis and Bahamat, though there is some emperor worship and av large following of Tiamat...

Technology: Approaching Renaissance-era; gun-powder and cannons, printing press on horizon.

Planet: Ecil

Climate/Terrain Types: Moist and lush jungles and swamps. Precipitation approximately 70% of the time in any given time. Sub-tropical to tropical. Strong reptile population. No salt-water oceans.

Demographics: Halflings 45%, lizardmen 40%, changelings 5%, other 10%

Power Center(s): Endicara (N) within jungle of same name is both planetary capital and the only major metropolis and trading port.

Significance to Empire: Relatively insignificant.

Coinage: Imperial standard though most communities only barter.

Interplanetary Relations: Mostly neutral; Trade Guild makes trips to nearly all planets of the Empire.

Political Systems: Theocracy/Tribal. Endicara ruled by a queen (Naukissa) but her influence rarely extends to remote and rural areas where chieftains and shamans preside.

Legal Issues: Diplomatic immunity suggested due to priests’ ability to select daily sacrificial offerings. Anarchic outside of Endicara.

Trade: Export of wood, rare herbs, and birds. Halfings comprise membership of the primary guild of trade.

Social Classes: Tribal system is equitable to tribal members= everyone has an important role. In Endicara, priests rule over others, followed by scribes, soldiers, merchants, food harvesters, then slaves.

Magic: Priests practice strong druidic magic. Only arcane magic comes from ambassadors and a rare black dragon.

Religion: Snake god of Suul with queen as his consort. Avandra holds sway here too.

Technology: Outside of Endicara= Primitive/Pre-metal. Within Endicara, there are some metal imported items but still quite primitive. Halflings operate at standard technology.

Planet: Forge

Climate/Terrain Types: Very rocky and mountainous; primarily temperate to sub-arctic. Many evergreens below tree line and good variety of fauna including mammoths, mountain lions, and large horses.

Demographics: Forge is controlled by three warring races: dwarves 45%, giants 30%, warforged/other constructs 15% (quickly rising). Others 10%

Power Center(s): Mineholt (LN)= Dwarven capital and Imperial port; Stormspire(N)=giant capital and Imperial port; The Heart (N)= warforged capital and Imperial port

Significance to Empire: Wealth of precious metals and iron ore, shock troops for military, craftsmen.

Coinage: Standard Imperial

Interplanetary Relations: Due to civil war, all three sides recognize Imperial authority. Each group tries to woo over other ambassadors and gain recognition.

Political Systems: Dwarves ruled by a thane from the most honorable family. Giants ruled by storm giants with council formed by other giant races to advise. Warforged leadership is unknown but there is no dissenting voice or power.

Legal Issues: Warforged guard secrets of The Heart with lethal force. Travel between dwarven lands and giant lands is risky.

Trade: Clockwork mechanisms, powder, metals exported for agricultural products and wood.

Social Classes: All the dwarves and giants are clannish, coming together in moots to pick a thane/king (respectively). Giants grouped by sub-races with ogres at the bottom. Warforged have no classes.

Magic: Little divine or druidic magic. Some spontaneous arcane relating to earth and stone and primal sources.

Religion: Warforged are atheistic; both giants and dwarves believe in a deity in the planetary core known as Moradin.

Technology: Powder weapons available (cannons, muskets, etc.) and many clockwork mechanisms. Dwarves and warforged both working on steam power.

Planet: Frjst

Climate/Terrain Types: Tundra below 15 degrees S and 15 degrees N has 12 months of winter. Between the 15 degree parallels (equatorial area) the land is frozen for 9 months averaging at 40 degrees in the summer. Within this area, caribou, seals, polar bears, lemmings, as well as short grass and moss. Frostfell hazards like blood ice abound.

Demographics: Little to no life outside of equatorial areas. Neaderthal 30%, snow elves 20%, humans 20%, other 20%

Power Center(s): Myr (CE) and Telhur (LG)= metropolises and trade centers

Significance to Empire: Frjst crystals, furs, undead/necromantic magic

Coinage: Standard in imperial areas, barter elsewhere

Interplanetary Relations: Civilized regions remain loyal to Empire

Political Systems: Magocracy in Myr/ Monarchy in Telhur/ Tribalism elsewhere

Legal Issues: Both metropolises have bans on the other insofar as entry. Hunitng licenses needed for non-natives.

Trade: Heavy import of food stuffs and other raw materials by those who can afford them in exchange for Frjst crystals and magic.

Social Classes: Myr: Wizards and their private armies above all others. Telhur has an aristocracy but no slavery.

Magic: Arcane magic present (mostly spontaneous casters), druidic magic available but limited by environmental factors.

Religion: Tribal shamanism in most regions, evil cult in Myr. The Raven Queen holds dominion as well as a strong Vecna cult.

Technology: Most areas are primitive but major towns and cities are standard.

Planet: Ixar

Climate/Terrain Types: Various extreme climates: Tundra, desert, swamp, volcanic regions, and vast tracts of wasteland with little natural beauty. Trees are gnarled and twisted, heavy stench of sulfur and waste in the air, pollution in major cities.

Demographics: 65% tiefling, 15% devils, 15% human, 5% outsiders of fire-subtype

Power Center(s): Nine major city-states (LE) and empires devoted to devils. Primary amongst these is Nyte (city-port w/ empire)

Significance to Empire: Ixar remains single greatest threat to the security of the Empire despite current truce. Produces significant magical items.

Coinage: Varies in each kingdom but red gold is commonly accepted.

Interplanetary Relations: No real allies, hostile towards Slivylle.

Political Systems: Theocracy and intricate religious hierarchy. Nyte is sole republic though very corrupted.

Legal Issues: Laws are strict, demanding, and tied to social classes of the offender and accused. Punishments are severe and unforgiving. Wisest to keep head down and a low profile.

Trade: Many slaves and food-stuff is imported; exportation of weapons and spells.

Social Classes: High priests at the pinnacle followed by lesser zealots. Tiny middle class that work through kingdoms and with Empire. Massive class of serfs and slaves.

Magic: Vile and corrupt magic is prevalent. “Evil” and destructive spells cast at greater power while those associated with “goodness” or healing are weaker. Common fire magic. No good or neutral aligned clerics or druids indigenous here.

Religion: Everyone outside of Nyte pays lip-service to one of “The Nine.”(devils) Religion is a tool to control, oppress, and maintain grip on planet.

Technology: Iron Age technology. Some powder weapons have been smuggled in but Empire has banned them on Ixar. Evocation and other destructive items can be found here.

Planet: Lyfus “The Ribbon World”

Climate/Terrain Types: 49.8% of the surface is exposed to the sun 24-7 since pole aimed at sun= this surface is a roiling, swirling, inhospitable place of magma and toxic gas except for fire elementals. Another 49.8% of the surface never sees the sun= frozen solid inhabited by some earth and ice elementals. 0.4% is barely habitable ribbon of perpetual twilight, frequent cold and hot fronts can kill the unprepared. This central ribbon has some iron-barked trees and hardy shrubs.

Demographics: Prison world made up of hodge-podge of humanoid and monstrous races.

Power Center(s): Qo, primary port of entry. One way only; small warring camps hold power (CE)

Significance to Empire: Used as a dumping ground for prisoners so government can truthfully answer inquisitors if asked about survivors or those killed. Recently discovered tanium and florium deposits.

Coinage: None, bartering in goods, slaves, and services.

Interplanetary Relations: None

Political Systems: While some racial groups band together, Qo is warded by a massive black dragon that was one of the first exiled here.

Legal Issues: Strong survive, weak perish

Trade: None

Social Classes: Based primarily on racial allowances. Most women kept as chattel amongst prison groups.

Magic: No clerical or druidic magic. Some prisoners have spontaneous casting or psionic abilities.

Religion: Varies, Cult of the Wyrm (black dragon)

Technology: Primitive, some centers have higher technology but lack resources to repair or innovate.

Planet: Slivylle

Climate/Terrain Types: Varied climate, surface is covered with 75% foliage including Grand Grunds in northern hemisphere. Many sylvan and faerie creatures as well as magical, dire, and mundane animals. Some areas are blighted by an unknown source; these areas are quarantined by druids, clear-cut lines and dire beasts.

Demographics: 60% elves, 155 cat-folk, 15% treants, 10% other

Power Center(s): Greensky (outsiders not typically allowed), Mayene (CG) is the key portal city, though others exist. Praras= cat-folk capital city

Significance to Empire: Timber, Ironwood, mithril, game, herbs, healing potions

Coinage: In Mayene, standard. Elsewhere, barter, heart-stones, and gems.

Interplanetary Relations: Independent but grudging acceptance of Imperial authority. Distrust of Ecil and Forge.

Political Systems: Elves ruled by a council of Elders

Legal Issues: No hunting or poaching; fire controlled by fire guild for outsiders.

Trade: Relatively self-sufficient, but imperials enforce “free trade” laws.

Social Classes: Elves treat each other equally within clans.

Magic: Strong druidic traditions, primal source magic and arcane magic

Religion: Corellon and Sehanine hold dominion here.

Technology: Standard, but little metal (other than mithral). Little use of stone, most things shaped of wood.