Wednesday, April 10, 2013

World Overview

Terra Nullius is sci-fantasy: a mix between fantasy and science fiction. It has elements of magi-tech and steam punk to it. Games like Bioshock, Final Fantasy, and Dishonored all inspire it. Think of it as a typical D&D world…set hundreds of thousands of years into the future where the world has become much like our own Earth. Most of the fantastical creatures in the world died out long ago and the world doesn’t need saving anymore from world threatening archmages or renegade Gods.

That doesn’t mean that all adventuring is gone in Terra Nullius, nor does it mean that the world is safe. On the contrary, Terra Nullius needs heroes like it always did. The enemies aren’t just as clear cut anymore. After all, you don’t see people in our modern world hunting down celebrities and government officials too often. In Terra Nullius, are the corporations of Ezra a danger? Maybe, just as much as the cartels of Montezuma are and the monarchy of Ramesses are. These are the foundations of this world and they’re unlikely to change even when confronted with a renegade band of heroes. That doesn’t mean that good can’t be done, though. Now more than ever does Terra Nullius need people looking out for the common folk—the general populace.

You can come across cowboys squaring off against samurais in this world. You can see knights taking on a SWAT team. Fireballs and rocket launchers can collide. Hell, anything is possible, and why not? D&D worlds are meant to be fun. They’re meant to inspire and encourage creativity.

As of now, Terra Nullius primarily has one major focus: the continent of Augustus. While there are certainly other continents floating around in this world, as well as islands (like Musashi), they aren’t going to be detailed yet (maybe in another campaign). Ezra, Montezuma, and Ramesses certainly have a wealth of material for us to all explore for quite awhile. You’ll be starting off in the city of Babylon. It is unlike anything else you’ll find in this campaign. It is the inherent center piece of Terra Nullius and it stands out as a key element in this campaign. It is akin to the giant cities you find in cyberpunk settings like Shadowrun.

Below, you’ll find some key elements to the campaign that have been detailed out for you. Things like languages, money, technology, etc. In other places (on the blog or in the campaign setting document), you will find information on Terra Nullius’ countries and cities. These are things you’ll want to look into and read about in order to learn more about the world. As we play, I am sure the feeling and flavor of this world will blossom and be revealed to you all. The best way to understand it will be to dive into the deep end, and I am sure that is exactly what we will be doing. Are you ready for it?


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Languages: The following languages are found in this campaign. In parentheses, the real world equivalent of that language can be found. Three languages (Deep Speech, Giant, Goblin) that are normally found in D&D aren’t found where this campaign is taking place. As such, they won’t be detailed here. Along with these changes, it is important to note that gnomes in this setting replace elven with dwarven and halflings have to choose dwarven as their second language. Hengeyokai must choose hengeyokai as their second language.

-Abyssal (Italian)
-Common (English)
-Draconic (Latin)
-Dwarven (Spanish)
-Elven (Egyptian)
-Hengeyokai (Japanese)
-Primordial (German)
-Supernal (Greek)

Money: The majority of countries are on the PP, GP, SP, and CP system. Their coins have different printings on them, but they’re worth the same value from culture to culture. Ezra is on the same system, but they use paper money to represent PP, GP, SP, and CP. This paper money is backed by the appropriate amount of precious metals located in banks and vaults in Ezra’s capital: Babylon.

Monsters: The majority of monsters in Terra Nullius are rare and exotic or extinct. Things like mimics, owlbears, dragons, centaurs, minotaurs, and other monsters and creatures are part of folklore, legend, and mythology. The general public doesn’t believe these things to be real or to have ever been real. Members of academia, however, often argue that they were at one time real and in some cases, may still be alive in remote regions. It is believed that the Genesis Corporation and other scientific minds are attempting to revive and recreate these creatures through fossils and other samples.


Power Sources: The martial power source is the same in this campaign as it is detailed in 4e D&D, however, martial can also encompass technology. The psionic power source isn’t appropriate for this campaign and as such it doesn’t exist in the world of Terra Nullius. The shadow power source is superfluous and as such, I have removed it from this campaign setting as well. Divine magic comes from the mana within individuals and through personal and spiritual belief. Primal magic comes from the mana found out in the world and in nature, including plants and animals. Arcane magic is a combination of the inward and outward approaches found in the previous two power sources. The arcane power source draws from mana within others and in the world itself—a balance of harmony between the two approaches. Some theorize that divine and primal magic are just branches of arcane magic.

Planes: In D&D, you typically hear of other planes like the Astral Sea, the Elemental Chaos, the Far Realm, the Shadowfell, the Feywild, etc. If these planes are real, they are so far removed that only extraordinary individuals can perceive them on Terra Nullius. Perhaps these planes are real, perhaps they aren’t. Don’t expect to do planar hops and adventures on Terra Nullius. The planes are as ambiguous as the Gods. The greatest scientists theorize of these different planes, but there is no tangible proof. Recently, with the development of computer networks and the SEED, the greatest of minds believe they’re beginning to perceive the ethereal plane. Some believe the ethereal to have always been there with humanoids just now beginning to discover and dive into the nature of this new plane of existence. Whether or not this is what the SEED actually allows people to perceive is unknown as testing is still ongoing.

Technology: Montezuma (and the dwarves) have technology comparable to ancient Mayan and Aztec cultures. Musashi (and the hengeyokai) have technology comparable to feudal Japan. Ramesses (and the elves) have technology comparable to ancient Egypt. In addition, these countries would have technology found in typical D&D settings (meaning alchemy, magic, medieval culture, etc.). In these countries, you can find pockets of advanced technology that have been purchased or stolen from Ezra (and the humans). These are extremely rare as Ezra has been reluctant to give out anything that isn’t outdated. Ezra wants to keep its monopoly.

Ezra is the most technologically-advanced civilization in the current known world. Their automatons and creations are labeled as mana-tech. The amount of technology available is a blend of magi-tech, steampunk, and cyberpunk. Babylon is the technological center of Terra Nullius. As you leave the capital and get into the rural area of Ezra, technology isn’t as prevalent, but it is still around—especially in towns with mana reactors. Here is a short list of some of common technology available. It is not all inclusive, but it’ll provide for a decent foundation. If you have doubts whether or not something exists, ask the DM.

-Computers: Basic computers appear everywhere as calculators, cash registers, MP3 players, watches, etc. More high-tech computers, particularly the SEED, are available as well to anyone with the money or the right connections.

-Firearms: Handguns, rifles, and shotguns all exist. The majority of firearms use a cartridge based system, regardless of how many shots they contain. It is illegal to own an unlicensed firearm, but a lot of people do it anyway.

-Mana Reactors: Power plants that collect raw mana from the earth. Mana is often used in place of typical power sources like electricity, fossil fuels, etc.

-Modern conveniences: Heating, air condition, refrigeration, washing machines, ovens, microwaves, plumbing, toilets, showers, etc. They can all be found in Babylon.

-Telephones, Radios: Babylon has public payphones that connect throughout the city and cellular telephones have grown in popularity amongst those who can afford them. Some people also use short-range or long-range radios to communicate.

-Television, Monitors: Various monitors and televisions can be found in Babylon. Some are in public areas where people can gather to hear news and government announcements while others are found in private dens. The government controls what appears on television. For entertainment purposes, sporting events, cartoons, musical acts, and soap operas can be typically found as televised events.

-Vehicles: This includes cars, trucks, monorails, motorcycles, scooters, helicopters, etc. Vehicles are primarily used for business and security transportation, but anyone can own a vehicle if they can afford it. Most citizens in Babylon use the monorail system that runs throughout the city as a means to getting around.

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