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User:ProphetPX/Xal'Anim (3.5e Campaign Setting)/Ecology

< User:ProphetPX‎ | Xal'Anim (3.5e Campaign Setting)

EcologyEdit

Ecology, Environment, Geography

EnvironmentsEdit

Imagine entire oceans of (the perfect mixture alloy of) liquid yet cold steel, where just a tossed drop of it (let alone a surfy froth!) can pose such danger as to cut your skin (or slice off entire limbs!). Imagine rivers of energy, lakes of crystal, and gestational mountains which form huge natural combustion engines of reverse-thrusted fire, whereas "giving birth" (in the new sense of planetary growth) is given entirely new meaning! Erratic storms of horizontal node lightning, water-plumes (the opposite of "waterfalls"), primal energy geysers, amorphous ash banks (as opposed to "fog banks"), shifting storms of intelligent smoke which haunt the landscape, countless invisible celestial "stairs" to hidden aerial palaces accessible only by the exact harmonic musical key, yet always the mundane earth mote where lost dungeoneers become imprisoned forever...
Dimensional slides and "Oddball Physics", Psionic plant-life, inhabitable structures formulated by mutating string-worms, Vortex Valleys, Walls of Mercurial Imagery where rock-faces and cliffs literally "come alive" with life and expression...
Wind (that of the overall breathable Air) seems the most powerful elemental effect in operation here, yet the biggest reason why (on some worlds) silence is near nowhere to be found.
In order for a racial character or monster to perceive their surroundings or navigate the outer surface landscape, so-called "Light-vision" is required. And only at the level (or above) of minor playable-races and monsters (such as the deplorable elf!) can they "see" with any certainty or lack of difficulty, what transpires around them, AT ALL -- being barely able to perceive objects in "visible" Light in it's proper form. Most lower races (including most elves) are only capable of [this campaign's version of] infra-vision, so darkness (due to the close pervasiveness of ring-light) is not very common (on the surface world). However this situation is inverted a little bit when it comes to those races and monsters which inhabit the inner hollow of Xal'Anim's planetary sphere. Something known as UltraVision is within the capacity of most of the higher races and since no lower races can employ it by nature, this definitely creates a rift between that of the higher created order, and that of the lower and "subterranean" factions. Even more sublime is that of "Elemental Vision" where celestial, infernal or abyssal, and aberration monsters and PC's can literally see BECAUSE of the valence ethers of whole molecular structures and perceive innate differences down to the molecular level between this or that. This might be seen as the equivalent of having 5:120 vision (as opposed to ordinary human's mundane sight of 20:20 -- if optically healthy).

EcologiesEdit

  • (Planar) Water:
whale-like sleeper bloats, stream snakes, zither sweepers, undulating sea swine, pectinate floats, blur blots, charged swatches, bubbling crystalline structures, static flit wisps, shy storm curses, macro kites, ink thrushes, orpheus ghost, allopath, ambiotic allergens, aqueous synergist, passive haunt, stark fright, wisp presence, ice imager, mist imager, impotentor, deuterium dendrite, wave pusher, wave family, wave formation, wave shifter, wave golem, wave wall, tsunami barrier, tsunami tender, watery forestal,
  • Planar Air:
    • Methane:
stink sleeks, chase clouds, dimensional showers, dimensional distortions, atmospheric sheets, blob creepers, static storms, diminishing twister, stuttering splurge, arcing structure, gas synergist, concentrated blot, indigestive wisp, spirit triumvirate, illustrious triumph, inciting image, wisp imager, stench imager, gestation gist, tenebrous ghast,
  • (Quasi-Planar) Mercurial Bodies:
mirror mages, mirror warps, mirror shines, mirror shimmers, undulating pulse storm, viscous ripple, sonic stapples, reflective apparition, door spirit, portal sheens, temper blob, toxic mist, quicksilver emanation, shining fist, bright eyes, dull grappler, quicksilver vortex, tempest harrower, soldier formation, bounce gumptions, pristine vein, metallic synergist, argentine wisp, trine tesseract, irridescent imager, faeric testifier, argentine imager, dark tincture,
  • (Planar) Magma Centers:
explosion shiners, dense mace octagons, dot swarms, void lines, void orbs, sinker faults, suction plops, spark fleas, tinder biters, faeric inciter, amber/auburn golem, ash mote, tinder sticker, fire orphan, angel flow, molten synergist, wisp monstrosity, amber wisp, mantle guardian, mantle morph, mutual mass, burning imager, smoking imager, macro molt, black vent, jugular pinch, plug exploder, volcanic pinch, penetrating popper,
  • (Planar) Earthen Motes:
anthropomorphic logarithm, log golem, spy leaf, sweet weeds, living mud pie, earthen synergist, rock growth, rock descension, ascending avatar, dust faerie, smoke wisp, sweeping dust formation, sand shifter, sand haunt, shifting satyr, pellet grifter, sand grafter, blast devil, volcanic pestilence, tiny terror, micro sunburst, sand static, grippling jackal, howling shaft, indomitable imager, cliffhanger, structural imager, depth shivers,
(PLUS! EVEN MORE New Monsters are coming on the way! TBA)

The SystemEdit

The SPACE SYSTEM of Xal'Anim is far more unique than what most deep space, star travelers might ordinarily encounter, in that it does NOT fit any standard typical model of your typical star system. Whereby the basically presumed and "normal" aspects of such systems might apply: circumferentially-timed orbits of planets around a central sun(s), cosmic background radiation from said solar furnaces, polar axial tilt of various planets, and whether or not they can support life based on degree or wavelength of sunlight, average seasonal warmth versus periodic distance from said life-giving nuclear furnace star(s), or other factors, etc... as would perfectly allow for life-fostering conditions on one more planets...
NONE OF THESE THINGS EXIST IN XAL'ANIM! NONE of these things are in-play, NOR are any similar dynamics in effect ANYWHERE within this space system!

System OrderEdit

Physically speaking, TO THE NAKED EYE, or rather, to the OUTSIDE OBSERVER, there is no set, "exact" system or APPARENT order as to which worlds are of which design, or of which pattern, or of which order in the (what can only be thought of BUT IS NOT as) "orbital order".
1.4 The System
   1.4.1 System Order
       1.4.1.1 "The Veil"
       1.4.1.2 Outer Havens
       1.4.1.3 Lateral Lattices
       1.4.1.4 Core Sphere
   1.4.2 Intricated Worlds
       1.4.2.1 Ayshpraezhig
       1.4.2.2 Kror Kdzak Tzunn
       1.4.2.3 Dizanthronum
       1.4.2.4 Hueeshyll Shammarod
       1.4.2.5 Mysthaerrys
       1.4.2.6 Ranneh Tsimmak
       1.4.2.7 Sanzithannid
       1.4.2.8 Schw'Ouellee
       1.4.2.9 Valladiasciae
       1.4.2.10 Xallicham (* Capital World)
       1.4.2.11 Zaen Shaelle
   1.4.3 The Extricated Worlds
       1.4.3.1 Baezangir
       1.4.3.2 Chenndrovani
       1.4.3.3 Shozhivandis
       1.4.3.4 Zendrakon
Planetoids in this system, whether spherical or non-, seem to somewhat float amidst naked space, or erstwhile in their own demesnes with no obvious risk of collision with other worlds, and do NOT follow any ordinary, "circuitous" path around any so-called "stars" (being as typical stars (as like in other systems) do NOT really exist in THIS system).
"The Veil"Edit
If a galactic explorer, finally having arrived at the EDGE of the system, was to begin to peer inward, in order to get a glimpse of what the system "looked like", the ENTIRE SYSTEM of Xal Anim appears to be nothing more than a GIANT, IMPENETRABLE NEBULA. This is called "The VEIL": An extremely dense, gaseous, enclosure surface of nebulous "Oort"-type cloud surrounds the entire system, and does not allow-through technological penetration of sensory perception of any kind.
Outer HavensEdit
Beyond The Veil, lies quite an amazing, almost miraculous sight! After parting through and moving past the gaseous Oort-like clouds, a dim, tenebrous, lattice-like, inter-chained webbing of interdimensional, elemental pathways, can be somewhat seen. All of which deeply THRUM (yes this sound can be heard -- sound does travel via solid surfaces like ship hulls, as well as inside nebulae gas pockets) with praeternatural power.
Very few worlds here often trafficked. But some are habitable - if you know how to survive on them.
Lateral LatticesEdit
Various worlds which form the bulk of the system, found between the Outer Havens, and the Core Sphere.
Many trafficked worlds here.
Core SphereEdit
Where most of the habitable and trafficked worlds can be found -- but yet, not all! Rulership over the entire system is mostly realized on at least two of the planets within clusters found here.

Intricated WorldsEdit

Beyond the mid-point Lateral Lattices, a central collection of various, other structures, exist, known as the "Core Sphere" worlds. Along with other, more normative, standard-shaped, pear/spherical, polar-axial planetary worlds are present, IN clusters (again, with NO stars at their center) with worlds of other polyhedron-like celestial bodies. Not all "planetoids" here are made alike. Some are spherical, and yet, others are not. Not a few of the non-spherical worlds here exist as perfect POLYHEDRONS (some stellated, but most are not), and others, as imperfect other-vertexed polyhedrons.
The (Initial) Known Worlds, who are governed subjects under reign of the Amoebic Apostasy (with pronunciation keys):

PlanetsEdit

A brief overview of each planet/world starts here:
  • Ayshpraezhig
(aye-shh-pray ' zhee-g)
Otherwise known as "Clockscape", "Tick", "SphereSteam", and "World of Buorsh" (after the people who built it all). Apprentice and Mercantile Tradecraft, Industry and Corporate Espionage. The clockwork ticking of machinery, whir and blast of steam, and hissing pop of electric tubes, never ends here. Stocks and Markets via the Modrons find all their flourishing on this one, massive, super-industrious planet.
  • Kror Kdzak Tzunn
(Kuh'roar Kid-zakk ' tZ-unn)
Otherwise known as "World of No Return". The Wildscape of the Damned. Prison Planet to some, Hedonist Hegemony Without Overlordship (HHWO) to others. It's often whispered on other worlds that this is the place all nightmares (or fantasies) originate.
  • Dizanthronum
(Dizz-ann ' throe-numm)
Also known as "Obliterant Supreme", "Magnus Oculi", "The Venerated Selective", "Collection", and most suitably, "Mass Denigrate". Origin Elite World of Royalties, Patronomic Heritage and Bloodline Genealogy. One of the most guarded worlds in the entire system, this "edifice world" serves to populate the ruling class. The Obliterant come to fruition here, and amidst great fanfare, undergo the harshest of trials to prove to their peers which of them is fit to become Tyrant-Select.
  • Hueeshyll Shammarod
(Hwee-sheell ' Sham-maer ' rodd)
Metallic Paradise of Ignominious Beasts. Shocking, deplorable skyscrapers and obscene intervoven highway vaults, the very objectionable "sprawl" of a deeply interwebbed population density. This world is often enslaved, warred over, or globally terrorized by whichever royal ruling faction wishes to destroy or subvert it most.
  • Mysthaerrys
(miss-thay ' err ' iss)
Mythological and Religious Center for various faiths. Where the gods came for play, and some never left. Nor did their play. The entire planet is carved out in every which direction with assorted tombs, palaces, temples, and enshrined edifices. "Faithful" Thralls are slave-traded here under various ruling, divine thrones.
  • Ranneh Tsimmak
(Ronn-neh ' Tsimm-Akk)
The "wildlife" which immmensely populate this huge world, have so many of their own localized names for this planet that it is scarcely possible to cite them all. However, many of the most notable populations which make this world home have often referred to the entire planet by various popular names according to their historic cultures - some of which are "Palatial Gardens", "Idyllica Arboreal", "Spore of Life", and "Supernal Lament"
"Prehistoric"-like Forestal Chaotica, Wildlife Epitomized. "Overgrowth" is not even the proper term, for this jungle-like world.
  • Sanzithannid
(sann-zih ' thann-idd)
Ancient Tombstone Planet, Sundry relics, Lore-"infested". Dead, and mostly uninhabited by the living, this world is a cluster of spaced-apart but moted edifices which orbit each other, sitting ensconced among the great arc of dark space with no light to reveal it's secrets. Otherwise inhabitable. But few wish to spend much time here. Horrors await for the uninitiated. Planar travelers might find this world somewhat similar to the (rest of the) Astral or Ethereal plane(s).
  • Schw'Ouellee
(Sch ' wou-ell ' ee)
Floating Oceanic mist world, "The Endless Sea". What sparse land can be found here is interspersed via scattered motes, amidst streams, pockets, and floating seas of multiple cultures of various waters, liquid methane, symbiotic mercurial silt, etherealic pyrotechnic magma fluids, and mysterious creatures that often defy the physical laws of other worlds.
  • Valladiasciae
(Vall-add-iyas ' see-ayy)
Mysterious, Paradoxical Border Dimensions, between this life and the next. From whence come those who wish to live, out of those who've come to die. The Central Vortex of Reincarnation, where it's often said and carried on: "The Eternal Reward is but to be born anew" is often said about this glorious world. It is nigh impossible for a living being to gain admittance here without the natural order of death having full sway in order to compel one's traffick both into and out of this cloistered, sequestered world. If "fantasy" and "nightmares" come from the world of "Kror Kdzak Tzunn", then surely all Lightness of Being, Sublime Peace, and Tranquility Effect are constantly broadcasting from the supernatural qualities of whatever' it is that goes on in this world.
  • Xallicham
(chall-eesh'amm)
Capital World of Amoebic Reign. The one world that all of the intricated worlds within the Amoebic Apostasy and Collective are all subject to. Mountainous and cavernous, this world has seen much upheaval since the Capital City was first magically raised up from the hot molten core of the planet. What does "live" here, exists only in total fear, under the Supreme Magnificence the currently reigning Glorious Tyrant, Machalliax XVIII.
  • Zaen Shaelle
(Zie-enn ' Shai-ell)
Hanging Gardens in Constant Twilight. Rifts of sleeper algae, streams of aqueous lichen, bulbous pocks of chlorophyll, sacs of "swamp juice" grass saps, interconnected with chain-vines and fibrous arkanus tendrils

Extricated WorldsEdit

Worlds which were removed from the collective, and are not under Amoebic reign; which now form the equivalent of localized "wild space" within the Veil and Outer Havens. Known worlds, yes, but are on their own.

PlanetsEdit

A brief overview of outer, non-Imperium planet/worlds, start here (the following list is still incomplete):
  • Baezangir
(Bae-zang ' geer)
Desert and mountainous, scrub and wretched wasteland
  • Chenndrovani
(Chenn-droh ' vahn-ee)
Nineteen separate worlds, many of which have their own localized fame or nickname among those who've lived, trafficked, explored, or parried rumors from them. Many alternative names for each of these worlds... "Sixteen Steppes", "Monumental Oracle", "The Devouring Cube", "Sublime Celestial Terror", "The Great Harrowing Ache", "Shimmering Tenets", "Paralysis", and many others...
Ulterior VoidScapes of The Nineteen Sisters of Xal'ysh. A cluster of nineteen planetoids, of which only ten are habitable within the cluster. The other nine do not support known life and are largely ignored.
  • Shozhivandis
(Show-zhee vonn ' dis)
Mysterious, unexplored, paradise-like planet, where no subject has yet set foot. Maybe entirely preserved since dawn of Creation?
  • Zendrakon
(Zenn ' drakk-onn)
Darkness and cratered, refuge for only the bravest few of those who escape the law.

More TBA

System/World OriginsEdit

(For more info, read the "About" link on main page)
Sister "planetoids", whether spherical (OR NOT), here, are entirely deduced from ancient divine plans, and are, what one might call, "artificially" contrived by "strange, foreign" gods ... of the Far Realm. Forged entirely by praeternatural dominions of WILD MAGIC, or better said: a not-quite "accident" of long-lost proportions, which those gods allowed to take place in order to form a system which was to exist ACCORDING TO THEIR NEEDS at the time. Neither this system, nor any world in it, is ever going to appear like any other world, anywhere else in the galaxy. Much less, the Universe.

DangersEdit

Here are listed some of the various dangers and maladies of my strange, new world:
This is an insane malady, whereas unlike modern definitions or approaches to "manic-depressives" and those with Dissociative Identity Disorder (sometimes called "multiple personalities"), people here can suffer from "Time Attitudes" which incorporate facets of themselves from alternate timelines which shift in and out of their mind as fast as the ripple effect of the "dimensional seizure" takes place. This is very much like epilepsy, except much worse in the confused dementia sense that people can go completely insane from gradually nevermore maintaining a sure handle on who they are. Basically, people's entire identities wither-away faster than with Alzheimer's, except the focus of this is mostly on the confusion of Identity rather than so much on perception of their outward world.
Wormholes of seemingly random opportunity which sometimes are exploited by "dimension hackers" (ie: clans such as with Mindflayers, who are strong aberrant slave-traders whose reach has never exceeded their grasp). Other times, rifts may open here or there just from a mere galactic energy storm, and entire groups of people (and not a few homes, farms, and castles!) have also been known to be surprisingly "disappeared" and (in the cases of the slavemasters), abducted all at once, to "secure, unspecified locations" of those slavemasters due to such sudden, disastrous inter-dimensional calamities.

MedicineEdit

TBA

DiseasesEdit

(think of Ravenloft-type vile-damage, but carried-out as an airborne plague of germ biological weapons)
"Passions" such as this operate as the opposite of sicknesses/diseases, so in some cases, you could call it a "good disease" (however nothing this good comes without drawbacks, as will be divulged much later). Character advancement paths, skill synergies, feats, abilities, even various statistics or certain magic rituals can actually become ACCELERATED or EMPOWERED (due to wild magic effects from the ring of the world) if a character is thus "infected").

GeographyEdit

On only ONE planet, so far, I've drawn & designed:
As were drawn, there were THREE (3) major continents, and FIVE (5) minor sub-continents...
However, I am thinking of expanding this to 7 major and 12 minor?
(full detail will be on each planet's separate info page)
(For ONE PLANET only, I have devised a full map of 1 Continent, fully geographically landscaped, with national borders and topographical features marked, but how do I upload it?)
(full detail will be on each planet's separate info page)

ContinentsEdit

NOTABLE - TBA
(full detail will be on each planet's separate info page)
MapsEdit
TBA

StatesEdit

NOTABLE - T.B.A.
(full detail will be on each planet's separate info page)
ONE Royal Administrative Planet world: Xachillam, where reigns Tyrant Obliterant, Machalliax XVIII (ONE Official Ruling Family)
MapsEdit
TBA