Disclaimer: The source material produced here has not necessarily been discussed explicitly in the game, and some of it is therefore subject to change.
The World of Zomaris is a Pathfinder Campaign Setting created by mainstreet for the Dead Pigeons Society, though he may also use it in other groups.
- 1 Campaigns
- 2 Astronomy
- 3 Deities
- 4 Map
- 5 Races
- 6 Racial Modifications
- 7 History
- 8 The Nations of Zomaris
Zomaris has been used in the following campaigns:
Zomaris lies a clean 150 million kilometers away from its Sun, which is 1.25 times the Sun’s radius. It itself is a 6000 K star. There is no noticeable greenhouse effect. Zomaris has an albedo of 33.5%. Being in a fantasy (Pathfinder) setting, the temperature of the sun can be manipulated by the gods to keep pace with changing greenhouse effects and albedo as needed. The orbital period of this world is 360 days exactly, helped by the Sun’s mass of about 1.05 solar masses (reference: Earth's sun). The calendar is divided into 12 months of 30 days. Despite the name “month”, the months have little to do with the lunar cycles: there are two moons, Thoth and Caloth. They exist in a 5:2 resonance. Thoth revolves every 18 days and Caloth every 45 days. They synergize and appear on top of each other on the last day of the 2nd, 5th, 8th, and 11th months of the year. The “new year” occurrs at the planet’s aphelion.
The deities of Zomaris largely coincide with that of the Egyptian Mythos, but for alignment balance and other such purposes, we add two more deities:
- Caloth (CN): Areas of concern: The moon, rats, thievery. Domains: Animal, Chaos, Darkness, Trickery, Vermin.
- Baldar (LE): Areas of concern: Predators, domination, control. Domains: Animal, Death, Evil, Law, War.
The map of Zomaris can be found here. Description of the various nations can be found in the "Nations" section.
Humans and Elves are quite popular on Zomaris, each comprising about 20% of the total sentient population. Other races are quite popular in their own ways. Zomaris is notable for its wide array of "Animalia", the various races that appear to be sentient and perhaps larger versions of animals, such as ratfolk, catfolk, and lizardfolk.
However, the most significant feature of Zomaris is the presence of the Zoma race. Zoma are similar to elves, but their skin ranges between shades of green and blue. Zoma are the "light" to the "darkness" of Drow, and are in generally opposed balance. (As such, Elves do not have the typical "good" inclination, as Zoma fill this role -- Elves are equally capable of alignment versatility as humans.) Both Zoma and Drow are approximately 4% of sentients, but only the Zoma walk about in the civilized realms were most Humans and Elves reside. Drow blame the Zoma’s ascendance into prominence for their own necessity to hide in the shadows, and wage an eternal war seeking to gain a place atop the world.
Note: This section may be updated as it continues to be developed.
Due to the general need for the Animalia as a whole to band together, Lizardfolk have long lost their natural xenophobic tendencies. As such, they have the Standard linguist trait. They normally speak Lizardfolk and can get bonus languages equal to their starting Intelligence bonus. Language list: Common, Catfolk, Ratfolk, Elven, Draconic, Dwarven, Goblin. They also receive the Skilled racial trait (as though they were human).
The history of Zomaris can be explained, in brief, by discussing its four historic eras.
Prehistoric Age (backcount)
In prehistoric times, any civilization was limited, due to the presence and power of the monsters. The end of the prehistoric age and start of the Axial Age is marked by the creation of the City of Andra, a great Elven city that survives to this very day, and was the first to rise and unify in spite of the terrors that lay around them.
During the Axial Age, the humanoids began to ascend, to challenge the wilds around them. After the building of Andra, many more cities would be built, some more successful than others, but the societies remained largely isolated from each other. This lasted for 3126 years, until great and sudden leaps forward in magic triggered the Expansion Age.
Societies begin to move and intermingle. Conflicts happened rampantly as people fought over resources. Humans and Elves began to penetrate the traditional Animalia continent of Mindal, and vice versa. The Expansion Age was ultimately 1247 years of conflict upon conflict, seeing the rapid rise and fall of civilizations across the globe as people fought to expand their territories and knowledge. For the final 200 or so years, the Drow’s Galmoroth Empire had brutally ruled much of Almara.
422 years ago, the world map became complete, at least on a grand scale, and people knew there was no more land, save that held by the monstrous, and that of each other. Fear of the deadly Drow and respect for the magnificent Zoma led Humans, Elves, and Animalia to settle down in relative peace. Conflict would still occur, and lots of it, but the era of all against all was over for good. Specifically, the beginning of the Modern Age is marked by the fall of the notorious Galmoroth Empire, an (successful, for a time) attempt by the Drow to conquer the majority of Almara before their inevitable overthrow.
The Era of the Campaigns
As a note of historical fact, the first campaign, Khanate Rising, begins in 422 MA. History from this point forward is no longer appropriate for this section, and one should in fact read the relevant campaigns.
The Nations of Zomaris
This guide to the Nations of Zomaris is published in 422 MA. Changes that happen to this guide are discussed in the campaigns, or in the relevant pages specific to those nations.
The various nations of the continent of Almara will be discussed here. Almara can be explained largely in terms of the breakup of the Galmoroth Empire. The conquest had left many scars upon Almara, and in some places recovery is yet to happen. Only the Lirizian Federation and Andra managed to avoid conquest by Galmoroth, and the Federation was a fair bit smaller than it is today.
Main link: The Meterrian Empire
Covering the eastern stretch of Almara, this largely desert Empire is the largest intact remnant of the downfall of Galmoroth. It is currently run by a fairly brutal and deeply religious Human regime. Despite Zoma being very much the opposite of Drow, they are highly distrusted in the Meterrian Empire. Willing servants of Zoma Houses (especially Human ones) are often encouraged to defect and “see the Light” and that their service is evil and unnecessary. Meterria is extremely anti-slavery and against the concept of humanoids serving anyone on a personal level; even their elites do many mundane tasks themselves, or when they do have servants, they make a large and public point of paying them well.
The Zoma and traditional Elves have tamed much of the southwest of Almara, and the Lirizian Federation has been the largely successful result. The Lirizian Federation expanded greatly after the demise of Galmoroth. While there technically is a Queen of Lirizia, the position is not necessarily inherited, and really just reflects the head of whichever Zoma Noble House is most influential, as whenever a Queen passes, the nobles get together and select a new one. (And in any case, the Queen has very little power for the title: the vast majority of her power is nothing more than what she already had as Head of her Noble House. The throne is realistically only significant when dealing diplomatically, and even then, a Queen would not make decisions unilaterally, but would consult with her fellow Ladies.) Most of the population is Elven, but they generally defer to and respect Zoma.
The city that has stood since the dawn of civilization, the Impenetrable City, the Blessed City of Ra. At one point surrounded by the Galmoroth Empire, it itself remained independent and a strong beacon of hope to the rest of the world. While it was created by the Elven people, a council of various humans, elves, and zoma collectively rule today, with guest membership granted to dwarves, gnomes, and various races of the Animalia. Andra is considered the center of civilization, and especially the center of magic. The main reason Andra has stood is the powerful magics that maintain its walls and sustain its people, constantly maintained by its powerful mages, both divine and arcane.
The Kingdom Over and Under the Mountains, Deladar is the main bastion of Dwarvenkind. Set in the center of the Great Moortash Mountains, the Kingdom of Deladar is a traditional Dwarven Kingdom in almost every way, but humans can be found there far more commonly than normal. After all, Galmoroth cared little about what species their slaves were when they sent them to work. Humans and Dwarves worked together to drive the Drow out of Deladar and many have chosen to stay.
The much lusher southwest tip of the southeastern edge of Almara brings us Quillband, a quite classical feudal Kingdom that has arisen from the overthrow of Galmoroth.
Peladraz is a nation that was most thoroughly scarred by the ravages of Galmoroth. It arguably still has not recovered, and exists as a nation largely to provide itself a sense of unity and security through unity. It has very little national presence, leaving most details up to local interests, although it technically is a republic.
Central Almara is not really a unified region. It is distinct from the Northern Wastes primarily because the forests and grasslands are much less dangerous on the whole, and the villages that dot its landscape are often quite welcoming to travelers and residents of all species. No villages survived Galmoroth, but many new ones have popped up in its wake. The coastal village of Hamley is notable for its current position right on the border with the Lirizian Federation and its repeated refusal of requests to be absorbed.
The Northern Wastes
The far north of the continent has been largely unexplored for the last 400 years, and for very good reason. Everyone knows that Zepereth, the old capital of Galmoroth, lies around there… somewhere, and still very much belongs to the Drow, as their ancient home. Few dare challenge the Underdark, and fewer return. Even without the threat of the Drow themselves, since the collapse of their Empire monsters have run rampant in the remains of their former lands, at least those parts unable to be claimed by others.
The Rift is a largely uninhabited zone. The constantly shifting landscape makes attempting to traverse it a dangerous proposition, a fact that likely helped saved the Lirizian Federation from conquest. There are also unconfirmed rumors of high levels of dragon infestation.
While the Galmoroth Empire never made it to Mindal, many others did. Humans and Elves entered Mindal in vast numbers, and the Animalia living there were often less than pleased. Two nations make up about a third of the continent. The rest of the continent, is generally considered to be carved up as outposts of the current Almaran kingdoms, or independent corporations, which change hands frequently by various nefarious means.
Basalia is a unique alliance that serves as a haven for many of the Animalia. Catfolk, Lizardfolk, Nagaji, and many others live together in peace, as well as a scattering of Elves and Humans. Zoma are mistrusted here, as many of the Animalia blame Zoma for the piecemeal conquest of their continent.
Qualinan is an Elven kingdom created by Elves (and some Humans) who grew largely frustrated by the politics and declared greed of Almara. The irony of taking land most likely originally held by Animalia in the name of escaping greed largely escapes the average Qualinan citizen. Needless to say, Basalia holds little trust for Qualinan.
Outposts of Mindal
The Outposts of Mindal are various villages and other political entities that generally exist to serve some Almaran entity. Independent villages do exist, but they are usually in the interior and not known to those of the Almaran nations.
The Rest of the World
Very little of the rest of the world has large kingdoms worth note. Indeed, the Merfolk tend to be quite secretive. The only large governmental entity associated with any Islands is the Hydralian Confederacy, occupying the Island chain in the middle of the ocean as well as maintaining outposts on several of the continental/coastal Islands. Most Aquatic Elves are part of this Confederacy, though it is officially run by Humans. Hydralians are mostly interested in maintaining a dominance over the seas, suppressing piracy, and ensuring free trade.