From Dead Pigeons Society
Revision as of 11:16, 19 December 2018 by Mainstreet (Talk | contribs)

Jump to: navigation, search

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.


Zomaris has been used in the following campaigns:

  1. Khanate Rising


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.

Racial Modifications

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.

Axial Age

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.

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.

Modern Age

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.