Multifaarim (3.5e Campaign Setting)

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Multifaarim[edit]

A time of upheaval, of chaos, of destruction, on a planar scale.

That is the best way to describe Multifaarim's birth.

From the original material plane, a necromancer known as Orisin, so powerful the planes themselves trembled with his power, tried to make himself a god. He allied himself with Orcus, then ancient, and created the most powerful artifact of power that ever existed.

The Godslayer. A dagger of such potency it could drain away even a god's power. Using this, he tried to kill all deities by imbuing it with stolen divinity. It worked, altogether, too well. He ascended to godhood, so powerful he left the mortal realms behind, but being infused with so much his madness made it useless to him. Most of the deities that ever existed were slaughtered in the upheaval, and the planes themselves shattered along powerful magic fault lines. In this chaos, the Aether, the "anti-magic", as it were, leaked into all things, wiping away the minds of every being that existed. Only the most outer planes were left alone, The Abyss and The Astral Sea. The surviving gods too forgot this, over millenia, and the planes, naturally, healed themselves. New planes formed,infinite in number and variety but limited in space. New gods rose from the divinity left floating around the multiverse, but there still was a horrid enemy to contend with.

The Primordials. Beings so ancient they were forgotten, they tried to destroy these new planes, with the people on them, young and innocent anew. The gods stood against them, creating a series of potent weapons known as the Primordial Weapons. Using these weapons, they sealed away all the Primordials into a new plane they created, just outside the rest of the multiverse, called Procaera, and they began to remake their servants, but this would take Aeons, and during the Primordial war, as it became called, caused the death of millions, perhaps billions of young gods, orphaning races both ancient and new. To protect Procaera, to prevent this atrocity from occurring again, the Gods made the Gatekeepers. The Gatekeepers are humanoids infused with divinity, charged to guard Procaera until the end of time. But Procaera, so thoroughly infused with Primordial energy, tainted the Gatekeepers, making them both divine and primordial, axiomatic and anarchic, and dividing them, the schism driving them mad.

Meanwhile, the largest plane (and namesake of this setting) is Multifaarim. This plane is were most humanoids can be found, in large variety as well. Though the most common are Humans, Elves and Dwarves, they also have Gnomes, Merfolk, Halflings, Beastfolk (Catfolk, Kitsunes and Lizardfolk), Kobolds, Giants, Orcs, Half-Orcs, Half-Elves, and many others both unique to this plane and others not so much. There is a precarious balance on this plane, between not just good and evil but between law and chaos. Other major planes include Draconis, a plane that belonged to dragons before the great Upheaval occurred, causing humanoids to arrive and the dragons to war with each other, and the humans, elves, dwarves and others to infest the plane. The dragons, after their warring, returned, surprised to find the races they fought to defend not just thriving, but also turning against them. They were forced into the east of the plane, which became called Dracoteris, or more commonly, land of the Dragons.

Rules[edit]

In Multifaarim, several things are different. For one, there are no concise "dwarven lands" any more than on earth you would find a country called "human lands". During a great battle called the Battle of Dom Kher, the races were shattered, travelling in many different directions, creating not just new races but separating old. At that point, though the races did tend to cling to one another, new lands were created, and new cities. For another, the plane's edge is rife with mountains, forming a natural barrier against "Aether". Aether is a substance found in between planes. A being that travels through it without magical protection finds their memory erased after contact and after complete immersion, they take 20d6 force damage until they are literally ripped apart by the substance's entropy. Multifaarim has normal gravity, is slightly neutrally aligned, and has no other special traits to list.

Races[edit]

Races unique to Multifaarim are:

Metinis (3.5e Race)[edit]

See Metinis

Djinni[edit]

The Djinni are a mystical race of strange racial qualities. They were created when a part of the elemental plane of fire fused with a shard of the material plane. The humans survived, transformed into new beings, while the other races perished.

Appearance: Djinni appear odd, with skin not unlike burnt tree bark, both in appearance and texture. Someone who can read Ignan, however, can tell these are actually Ignan letters, reading not unlike a magical incantation, but reading it aloud has no effect.

Alignment: Djinni strongly favor chaotic alignments. Though rarely evil, their affinity with fire makes them rather dangerous to be in large cities. For the most part, they form wandering trade caravans.

Religion: Djinni generally worship Ignis or other flame-based gods.

Racial Traits: -2 Con, +2 Cha: Djinni are quick-witted and likable enough, but they are easily damaged once their skin is breached. A Djinni is Medium sized, and their base land speed is 30 ft.

Fire Mastery (Ex): Djinni cast spells with the Fire descriptor at +1 caster level.

Charismatic Armor (Ex): A Djinni's body is strange, like burnt wood. This grants them a Natural Armor bonus equal to their charisma modifier. In addition, they gain fire resistance equal to three times their charisma modifier. They also add their Charisma bonus to their fortitude saves, rather than their Constitution, unless their Constitution modifier is higher, in which case only add Constitution.

Favored Class: Sorcerer

Cinders (3.5e Race)[edit]

See Cinders.

History[edit]

After the cataclysmic birth of Multifaarim, there lived as many races of monsters and men as on all the planes of old, and many more. In the first few years following, the races established themselves,each keeping, for the most part, to themselves. The band of mountains through the center of the plane called the Spine of the World was home to the vast majority of the Kobold race, who, without predators, grew to massive size within a few short centuries, but the early peace of the realm was shattered by bloodshed. In a trade dispute with the dwarves, the Kobolds declared war, and after slaying the Earl of the Spine, as the position was then known to the dwarves, they found the entire race of dwarves against them. This first taste of blood, however, proved to their liking, and they declared worldwide war. The Kobolds nearly destroyed all the other races that belonged on Multifaarim, but in a last coalition of all the surviving races, they found themselves in the last battle, for their very right to exist. At the slopes of Dom Kher they fought, for six months, resulting in insurmountable dead, and the Kobolds, their great power broken, fleeing to the northwest. But this victory came at a terrible cost: throughout the war, the universal leaders of the elves, dwarves, men, as well as many others, were slain, and the races, now set upon themselves, divided into many new races. Thus began the current age of Multifaarim.




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