I will use this thread to post content related to my high fantasy setting, DELVE. Seems like a better plan that continually making new threads.
I'll repost the magic stuff later on, I wanted to use this first post for the introduction that sets the stage for DELVE.
LINK TO ALL DOCUMENTS: Current DELVE Documents & Creature Catalogue (Bestiary)
Delve
Dungeons of Erehwon
Introduction
DELVE : Dungeons of Erehwon is a high fantasy setting inspired by my fondness for the greatest of the old school MMORPGs, EverQuest. It also draws on the fantasy RPG campaigns I have run in the past, as well as some new ideas and concepts. I hope you will enjoy adventuring in Erehwon as much as I enjoyed creating it!
Overview
Erehwon is a world of magic and monsters, heroes and villains, mystery and peril. Two powerful factions, the Merrodin Commonwealth and the Illmorn Ascendancy, are locked in an ongoing battle for control of the continent of Merrodar. Adventurers from both factions, known as delvers , seek out the mysterious dungeons that appear and disappear across the face of Merrodar in search of riches, glory, and resources to support their chosen faction.
Delvers face many challenges: hostile environments, strange magic, deadly traps, terrible monsters, enemy champions... and sometimes, each other. Only a truly heroic delving company, that has risen above petty squabbles and prejudices, can overcome all of these obstacles and attain true greatness.
Are you ready to DELVE?
Erehwon and Merrodar
Somewhere, in the endless depths of the cosmos, shines the blue gem of Erehwon. Erehwon is rich with life, suffused with magic, and orbited by two moons, Fira and Meros. The world is home to five great continents: Merrodar, Annodar, Karthas, Novara, and Siborea. While there are incredible stories to be told of all these lands, it is the ancient continent of Merrodar to which we first turn our gaze.
Merrodar has been inhabited for millennia, and has seen empires rise and fall. It is a land of great abundance and variety, from the steamy Tezowar Jungle to the south, to the icy reaches of the Frostfell in the north. In between there are murky swamps, lush forests, sweeping grasslands, sun-baked deserts, soaring mountains, fuming volcanoes, vast lakes, and mighty rivers. There are creatures of all shapes and sizes, from the mundane to the fantastic. And, of course, Merrodar is home to many thriving civilizations, both above and below its surface.
Races of Erehwon
There are many races on Erehwon, inhabiting nearly every environment on the planet. The land of Merrodar is no exception: at least 30 sapient races share the continent, though not all of them can be considered civilized. The civilized races of Erehwon include the Humans, Elves, Dwarves, Gnomes, Euclideans, and Sauran, as well as the Dark Elves, Ogres, Ratten, Ullithim, Risen and Ophidians. Though many of these races have uneasy history with each other, including open war at times, the rise of the two Great Factions has brought about a degree of peace that has never existed before... although some say that the races of Merrodar have simply traded one war for another.
The Factions
Two hundred years ago, the Humans brokered a peace between the warring Elves and Dwarves. That peace agreement was soon expanded to include the Sauran, who ceased their raiding along the coast, and in turn received aid and friendship from the northern races. This was the birth of the Merrodin Commonwealth, which brought about a new era of peace on the surface of Merrodar.
The other civilized races of the surface world were offered the same peace, and the opportunity to join the Commonwealth. The Ogres of Kruul rejected the offer without consideration, sneering at what they saw as both weakness and blasphemy. The Gnomes of Derrydale gladly accepted, as they never wanted to pick sides, and were very happy to see all their friends coming together. The Ratten declined: as used to adversity and persecution as they were, as they saw no upside for themselves in the deal. The Ophidians angrily refused, unwilling to even consider an alliance with the hated Sauran. The Euclideans arrived on Erehwon almost a century later, and were pleased and honoured to accept membership into the Commonwealth.
Deep beneath Merrodar, in the vast, subterranean Darkworld, the Dark Elves of Illmorn observed the birth and growth of the Commonwealth, and seethed. Alone, no surface race, even the teeming Humans, posed even the slightest threat to their dominion under the earth. But with the majority of the surface races united, they could push back the Dark Elves on every front, bring war to the Darkworld, and potentially lay siege to Illmorn itself!
This could not be borne.
The Dark Elves set out to create their own great alliance to oppose the Commonwealth, and defend the Darkworld and the lands of all allied races (with themselves as leaders, of course). The Ogres quickly agreed, out of their fondness for mayhem and their disturbing adoration for the Dark Elves. The Ullithim agreed as well, mainly so that they could plant the seeds to rule this new alliance themselves one day. The Ratten and the Risen, scattered and disenfranchised, also agreed to join, grateful for the opportunities and safe havens such an alliance would create. The Ophidians also joined, mostly out of hatred of the Sauran, and the promise of bloody and total revenge. Thus the Illmorn Ascendancy came to be, and a new era of conflict began upon Erehwon.
Cities and Outposts
Most of the civilized races have at least one major city. Some, like the Ratten and the Risen, have no cities of their own, but dwell in (or beneath) the cities of other races. In addition, there are many small towns throughout the land, and outposts on the borderlands where races of different factions can mingle.
Dawn Harbor is the capital of the human nation of Merrodin, and the seat of the Merrodin Commonwealth. It is a thriving port city on the east coast of Merrodar. It is famed for its architecture and its beautiful temples.
Kalen's Landing is another primarily human city, located far to the south on Merrodar's east coast. It is a raucous den of merchants, explorers, pirates, and adventurers, and a frequent starting point for expeditions to the lands of Annodar and Karthas.
Pol Odaniya is the astonishing city of the Euclideans, located a few hundred miles southeast of Dawn Harbor in the Eastern Ocean. It is as beautiful as it is peaceful, and its great libraries attract scholars and researchers from all over Erehwon. It is protected by a powerful anti-magic field, in which no magic spells will function.
Kruul is the crude, sprawling city of the Ogres, crouched within the dismal Mosshollow Swamp. It is a terrifying place for outsiders, but the Ogres cherish it as sacred to their god, Nerukk.
Kingshold is the greatest of the dwarfholds, and the seat of Dwarvish civilization in the Ironhorn Mountains, far west of Merrodin. Commonwealth travelers are always welcome, though Elves and Sauran may not find their welcome as warm.
Lorilthar is the magnificent tree-city of the Elves, deep within Llandyssil Forest. It is rumoured that the Elves have a secret city, hidden even deeper in the vast forest, but if it exists, no outsider has ever seen it.
Derrydale is the country of the Gnomes, by the southeastern border of Llandyssil, some hundred leagues from the border of Merrodin. The Gnomes have no cities as such, but food, wine, and good cheer can be found in every Gnomish town.
The Tezowar Jungle has been home to the Sauran since ancient times. The greatest of the Sauran city-states in the current era is Tlaxopal, which is home to almost 10,000 Sauran. The other two city-states are Mazotl and Tanoch.
Illmorn is the capital of the Dark Elf empire, and arguably, the capital of the Darkworld (at least the regions beneath Merrodar). Located deep beneath the surface, no non-Dark Elf (other than a select few Ullithim) are permitted to enter Illmorn.
The Risen have no homeland and no capital, but they do have a sanctuary: the uncanny, elusive demesnes of Dreadmoor. No one knows the location of Dreadmoor save the Risen, and supposedly, none but the risen dead can enter.
Somewhere in the nethermost depths of the Darkworld lies the Ullithim city of Yhan'gool. No outsider has ever so much as seen the Ullithim city, and nothing is known of it save its name. Which is exactly as the Ullithim prefer it.
While delvers often visit cities to spend their wealth and commission craftsmen, they spend much more of their time on the edges of civilization. Far beyond the cities, it is the outpost towns that delvers and wanderers call home, if only temporarily.
Bordertown is the best-known delver's outpost, and one of the most rowdy. Located in the southwest at the south end of the Ironhorn Mountains, Bordertown is roughly equidistant to three permanent dungeons, making it a prime destination for ambitious delvers. It hosts a substantial population of nearly every race, and the environment could best be described as “volatile”.
Dorn's Ford is an outpost in the northwest, located in a river valley that borders both the dwarfholds and Llandyssil Forest. It is a place with a peculiar reputation, and supposedly haunted, but it is welcoming and tolerant of strangers. There is a mysterious dungeon that periodically appears in the woods nearby, called the “Black Lodge” by the locals. Those who seek it out often never return, or come back... different.
Greysilk Grotto is an outpost in the Darkworld, fairly close to the surface, and four-score miles from Dawn Harbor. It is a favoured meeting-place for delvers of the Ascendancy, whether going up, or going down. It offers access to two permanent dungeons and several intermittent dungeons. Commonwealth delvers must be very cautious when venturing into Greysilk Grotto, as they will rarely find a friendly face.
Dungeons of Erehwon
For as long as anyone can remember, mysterious structures have periodically appeared in remote locations throughout Erehwon. These structures are usually underground, but sometimes they appear as castles, fortresses, manor houses, or towers. These structures remain for a time, then disappear once more. The first adventurers to explore these structures found fantastic treasures and wondrous items within, along with deadly traps and terrifying monsters, many never before seen on Erehwon. Those first bold explorers called these structures “dungeons”, and those who sought them out came to be known as “delvers”.
No one has ever learned the origins of the mysterious dungeons of Erehwon. Many believe they are tests sent by the gods; others believe they are manifestations of Erehwon's highly magical nature. Many of the dungeons do not appear to be from the world of Erehwon at all, but from other worlds altogether. No one knows where the dungeons go when they disappear, either. Some vanish for all time, never to return, while those that do reappear later are “reset”, as if no one had ever set foot in them before. Regardless, as far as most delvers are concerned, gold is gold, treasure is treasure, and where a dungeon came from (or where it goes) is not as important as what it contains!
Every dungeon is different: some appear on specific days, others only at specific times, or when certain conditions are met. Some remain for weeks, months, or years, while others disappear within days. Many have restrictions on entry: some may be entered only at night, others only during the day. Some many not be entered at all unless a delver has completed a task, or is possession of a certain object. There are as many different variables as there are dungeons, although most do not require anything more than delvers willing to cross the threshold.
A few of Erehwon's dungeons are permanent, with fixed locations and no special conditions for entry. Most of these permanent dungeons are not extremely dangerous (relatively speaking), and are treated as rites of passage for delvers, especially for those new to the profession. Several, however, are extremely dangerous, and have claimed the lives of scores of delvers over the years. These dungeons are known as the Deadly Seven, and only the most celebrated and legendary delvers can claim to have braved them all and survived.
Despite the enormous variations in location, size, frequency, and ease of access, all the dungeons of Erehwon (save the permanent ones) have two things in common: no living creature native to a dungeon may exit the dungeon, and delvers who are within a dungeon when it disappears are never seen again, living or dead.
Edited by Direach