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The DarthCampaign Campaign Setting. Before anybody says or thinks anything, the name is just something random I came up with in 30 seconds when i decided to post the unused scraps and pieces here for others to get some use out of.
As with most of my contributions to this site, this campaign setting was never even finished before being scrapped for various reasons. As such, it was never anywhere near completion at any point whatsoever. Linked to here are assorted bits and pieces that DMs and players alike may use in their own campaigns.
The Planes & The Gods
The Deity Pantheon is also unique, though most Deities are simply borrowed from other (official) settings and/or supplements. In short, unless specified otherwise, assume any given deity within the regular setting described in the core books other than Boccob exists in this one too.
Airships exist in this campaign, and are somewhat more advanced than their Eberron counterparts. However, the file must be located before it is added to this site for use.
Dragonshards from the Eberron setting exist here, and are in just as common usage and for much the same things. Dragonmarks, however, were not likewise borrowed.
There are 11 kingdoms on a roughly-Europe sized continent with a 12th on an Island to the east. What used to be a 13th kingdom is now very much like the Mournland from the Eberron setting and is called The Wastelands.
The kingdom in the southwestern corner is the smallest and is all mountain. However, it holds roughly 90% of the dwarven population of the world, and has by far the most underdark connections. It is also the only place you can find any kind of dwarf other than the Hill Dwarf variety.
The kingdom to the north of it has the most rivers, and a marshy wood in the northern 1/6th called the Marshmist Swamp. The swamp is home to many druids for unknown reasons. The kingdom also has many rivers, and has the most diverse range of races in comparison to the other 11. It is ruled by a paladin king (level 12) and his council of 7 wise noblemen who actually care about the citizens. The king also has a personal Diviner (seclusive and anti-social), a personal sage (gestalt wizard/cleric 5), and a Warmaster (Warmage 9). All citizens have the chance to be educated from a young age how to read/write and basic knowledge of how the world works at their local temple at the crown's expense. This kingdom had the most developed for it due to it being the one most of the campaign was supposed to take place in.
The Mageocracy near the canter of the map, surrounded by 5 goodly-aligned nations and The Wastelands. This nation puts to death any non-nobles who attempt to learn magic, or any nobles who fail to learn magic by their 21st birthday. It is 95% human, with a few Warforged and half-elf slaves. All citizens are considered to be property of the noble who's land they live on, etc, etc. It is on bad terms with the 5 surrounding kingdoms, but has not started open conflict due in part to being surrounded by four other potential enemies. Only nobles know how to read/write.
The Wastelands (both must be capital), a blast zone of death where wild magical snippets fly freely from an unknown incident involving an artificer lab. It occupies the southern-middle 1/9th of the continent, and sits directly between the Mageocracy, the Mountainous dwarven kingdom, and some undesigned kingdom to its right. It was heavily based on the Mournland from the Eberron setting, except that it has the wild magic trait common to some planes in addition, as well as a few patches of dead magic or dead psionics.
The recent past
33 years ago, a great war between all the land ended. Due to this, it is beyond memory of most humans, though most of the other races remember it all too well. It is perhaps partly because of this that the mageocracy kingdom is so despised for its antagonistic attitude.
more to come as other partially completed scraps are located within the depths of the hard drive