Mundus Setting Primer

This document is made to give a quick and clear summary of the elements of Mundus, everything that are notably different from a typical fantasy campaign. You don't have to read this entire document, however I ask that you take a look at races, technology, locations, and anything else that strikes your fancy. This document is written out-of-world and is simply a brief description of these items. You might also want to look at the Campaign Handout and the Custom Backgrounds if you haven't already.

Demographics (Holistic)

Humans and dwarves are the most populous races in Mundus, nearly equal. Kobolds are third, but the vast majority of them are in the Kobold Empire, seperate from the rest. Gnomes are the fourth major race, mostly rock gnomes. Elves are very uncommon, mostly bleeding into other races now. Goblinoids exist within society, but most are in The Schism, again, seperated. About one in ten people identify as multiple races, or another, rarer race.

Economy

Mundus uses economic activity similar to the vanilla information available in The Player's Handbook, common items like food and housing are cheap, because you make extraordinary amounts of money due to the fact you regularly risk your life. More mundane careers will be ultimately less fruitive than adventuring, they can still be viable to you for making additional money during down times or saving by making your own supplies. Additionally, there are minor differences in prices, mainly due to technological progression. Paper, clocks, mechanical components, and similar supplies will be cheaper and more common.

Geography

Descriptions of different environments.

The Ash Caverns surround a dormant, volcanic heart in the High Peaks. As per their name, they are filled with volcanic ash and a unique mineral called nitra, often used in explosives and gunpowder accelerant.

The Darklake is a massive body of water miles below the surface. It is completely lightless and difficult to navigate, with unknown dangers lurking below the waves. It is also a source of fresh water and fish, but rather far from civilization.

The Fungal Bog lies far to the west, a large forest of fungi and various kinds of unique plants live down here. Its bioluminescent plants are a strangely beautiful sight, but most are harmful in some way.

The Surface is a desolate tundra. It hasn't seen the warmth of the sun in over a century and almost all flora has died, the fauna has been greatly disrupted and monsterous creatures that once relagated to the mountain peaks (yeti, frost giants, dire wolves, etc) have spread far and wide. Additionally, a magical plague has cropped up, one that can resurrect it's victims into mindless undead, called Fimbulung.

The Trade Roads are a network of tunnels that connect the various cities of Mundus. Miles of cobblestone road that is unlit and lightly patrolled due to it's shear size. The tunnels are big enough for two carts to safely pass each other. Bandits are most common here.

The Underdark rest below the dwarven and gnomish territories, containing Menzoberranzan, Gracklstugh, The Darklake, Wormwrithings, and other dangerous biomes. Winding caves filled with dangerous beasts make a web all through the depths of the earth.

Upper Mundus is the area under the High Peaks that houses the Dwarven States and Milrennic. The caves systems here are few and barren, unlike those deeper down.

Wormwrithings is the term for a massive area that purple worms have turned into their territory over centuries. It's filled with intersecting tunnels, the remains of trespassers, and precious minerals left in the worms' excrement.

Locations

Various settlements in the world. Many of the dwarven cities go by nicknames based on their first syllable (Hael, Dahl, Grawl, etc.), which are mostly used by humans.

Altus is the surface kingdom to the north of Mundus. It was a human country ruled by a dynasty by the same name. The ruins have been scavenged for decades, but the capital city is still full of history and treasure.

Crezalhd is the highest dwarf city, hosting a large portion of the surface exploration business. The city is also regarded to be a hard place to live because of various natural and supernatural aspects of being adjacent to the surface. They also have the Crezalhd Brawlers' Guild, who run many of the adventuring activities in the city.

Dahl Buldaar is the largest singular city since Haelmarkh emerged. A destructive attack decades ago has put the city on edge. Magic is largely prohibited, with only licensed individuals allowed to practice. Otherwise, the city is a fine place to live, with high security and entitlements.

Gral'Trok was the name of the Dwarven Kingdom before it's split into cities, which was more or less in tandem with the surface's collapse. The name is usually spoken mournfully by dwarves and can start an arguement by it's simple mention to older, more prideful folk.

Grawlmarhn once was solely a fortress made to watch Gracklstugh, but became filled with more and more civilians due to over population (before the collapse) and grew into a full on city. It is still filled with soldier, now one of the safest places to live and home to many miners.

Haelmarkh is the lower half of Kralhmarkh after a political division drove the lower sections of the city to rebel. They are now a thriving city of free trade and the center for all things rare or exotic that don't come from the surface.

Kralmarkh is the oldest dwarf city under the High Peaks. Since Haelmarkh split off shortly before the collapse, Kral has seen few non-dwarf settlers and most business is mining or forging related. The city itself is approximately 1,200 years old with traditional architecture and relics from the Mythic Era still well maintained.

Locations Continued

Various settlements in the world. Many of the dwarven cities go by nicknames based on their first syllable (Hael, Dahl, Grawl, etc.), which are mostly used by humans.

Maltrom is a smaller dwarf city to the very east of Mundus. The city is known for it's dying mining economy and criminal activity. Many blame it's stunted growth on the kobolds to the east, taking up the caves and mines.

Menzoberranzan was the center of drow society before it was destroyed during the climactic raid after the collapse. But, without Lolth's protection, the city began to crumble. Now, demons and ghosts threaten the brave explorers who plunder it's depths.

Milrennic is the rock gnome city deep below the dwarves. It houses Butan Curagg, a powerful academy which keeps the population safe and healthy. It is the best place to live in modern times, as far as quality of life in concerned.

The Kobold Empire is an expansive area to the very east of the dwarven states. They fanatically follow Tiamat and believe in the superiority of dragon blood over other folk.

The Schism is a massive ravine deep within the earth. Many goblinoids and orcs have made a simple life there, living without fear of retaliation from their dwarven or gnomish neighbors. They are friendly, but reserved. Only monsterous races may actually enter The Schism itself.

The Sunset Wilds was a dense redwood forest to the west of The High Peaks. Numerous elves called it's ancient woods home, with integral links to the Feywild. Rumors say some trees still thrive in the darkness above.

The Zols Are a collection of five drow fortresses that were converted into settlements for human refugees. They are village sized and somewhat poor, being largely unsupported by the portal systems and having little to trade with those in the larger cities. It's population is mostly humans and other surface folk who's relatives fled the surface after the collapse.

Var Drahl is the smallest actual dwarf city. It lies between Crezalhd and Kralhmarkh, once serving as a military outpost during Gral'Trok's early days, not growing due to sheer proximity to larger, preestablished communities.

Natural Elements

Unusual elements of nature.

Dire Ants are a species of insect that have grown to a massive size, about as large as a one-horse cart. They have tough carapaces and mandables strong enough to break bone. They are known to lay deadly ambushes and have a great number of veteran ant breeds that can take on fully armed squadrons of soldiers.

Fimbulung appeared on the surface shortly after the collapse. Patches of snow infected with the magical disease can cool a living being and kill with frostbite. Afterwards, their corpse will reanimate and hunt down warm blooded creatures with a semblance of intelligence.

Manite is a bright blue mineral found deep within the earth, one that strongly resonates with magic. It's main function is to store magical potential (spell slots) within solid crystals or ones that has been ground down and dissolved in liquid, forming a mana potion. However, manite is addictive in large quantities.

Nitra is a highly flammable substance that is found in large, crimson deposits within the Ash Caverns. High quality explosives using nitra can be quite useful, be it in mining, demolition, or gunpowder. It hasn't completely taken over sulphur based explosives, but is generally seen as superior. Gunpowder made from nitra is called 'redpowder,' as opposed to blackpowder.

Organizations

A list of major organizations.

The Crezlhd Brawler's Guild is a group of warriors from many creeds who exclusively teach melee combat on the grounds of it being 'honorable.' They are well liked and run numerous combat activities, including gladatorial fights, bounties, and self defense courses. Members wear pauldrons that denote their guild rank.

Raellarius Engineering is a major player in arms engineering. They nearly have a monopoly on firearms manufacturing and are responsible for several of the more outlandish weapons available. They are known to be greedy and are easily comparible to most real life corperations in attitude and level of influence.

The Green Chalice is an elusive group of assassins, specializing in poison, as is their name. They have gnomish origins, but have notably dropped their recruitment restrictions since the apocalypse. The Chalice as a reputation of giving their services in exchange for fulfilling a favor down the line, with no indication on what it might entail.

The Primordial Seal is a small organization dedicated to the safeguarding of the civilized races against extra-planar forces. They hunt fiends, elementals, and aberrations. Some don't support them due to them being completely uninvolved in the more problems in Mundus.

The Underland Express delivers the letters and packages of the people in Mundus. They are a private organization with numerous post offices throughout Milrennic and the Dwarven States.

The Sideral Cabal are a group of diviners and archivists who once advised the king of Altus. They now maintain a massive archive in Crezalhd, part of which is open to the public. However, they clearly wish to influence others and keep many secrets, giving them a mixed reputation.

The Stringers are a secretive, government supported group of mage hunters who maintain Dahl Buldaar's strict laws over magic and alchemy. They do operate outside Dahl's jurisdiction if paid or requested by outsiders, but mainly govern Dahl's security.

The Stygian Knights are an old dwarven group dedicated both to perform burial rites and eliminate undead, in the name of the 'rightful death.' Their knightly members are known for their obsidian armor and the use of necromancy to fight necromancy. They are actually quite well liked, particularly by traditionalist dwarves. (you can play a member of this group with it's custom background)

The Pack is a group of outlaws who believe that one deserves only what they are strong enough to protect; 'might makes right.' Their leader is The Jackal, a mysterious elf sorceress who embodies this concept. They have influence in nearly every criminal circle, but are too disorganized to truly influence the world with all of their assets.

Professions

Notable and unique career options. some of these (and many more) have custom backgrounds found here.

Alchemists are much more common since the apocalypse, since healing must be done without divine magic. However, the general quality has lowered due to this. Having a good reputation, even certification, is paramount.

Bankers are just as rich and greedy in Mundus as in real life. They hold much power over the businesses throughout all cities, often lending loans to any who are willing.

Explorers venture to the surface and into the Underdark in search of treasure and knowledge. Each is equally dangerous and rewarding, with vastly different challenges (each has a custom background).

Physicians are common doctors who try and treat the ill and injured. They typically use herbal treatments, minor surguries, and alchemy (has a custom background)

Rangers are ecologists and cartographers who study the new and dangerous regions of the world. They are scholars who spend their time in the field, not the library (as such, rangers can choose to have intelligence spellcasting)

Roboticists are advanced tinkerers who work in teams or companies to design, build, and repair robots. The field is currently burgeoning and the sight of a two-ton guardian bot or a spindly metal servant are increasingly common.

Surgeons are few and far between, but can save many lives in the absence of divine magic. They can fix crippling injuries and safe amputations, but are quite costly. Some are even capable of attaching prosthetics with dangerous surgery.

Technicians maintain the inner workings of complex systems of Mundus. Be it city ventilation, powered levies, or a noble's robotic servant. They are split into two subgroups, arcane and mechanical (Each has a custom background).

Racial Culture

The five most common races in Mundus.

Dwarves are as stubborn and prideful as they typically are. They live in clans of several dozen loosely connected families, sometimes in exclusive parts of their ancestral cities with impressive clan halls. They enjoy honing a skill to perfection and creating a magnum opus to endure the ages, any creation could be seen as a form of art, typically embodying their ideals of fortitude and family. They commonly use metal or armor in their clothing and beards to express wealth and skill. Woman are capable of growing facial hair, but traditionally keep clean shaven. Each has a personal name, an agnomen (a title earned during adulthood, given to impress others), a family name, and a clan name.

Elves are the scattered remnants of a once-great, naturalistic culture, now in ruin after the apocalypse. Those who remain tolerate the lawful dwarves out of nessesity, or join the more agreeable gnomes if they can. Many elves alive today once lived on the surface before it's collapse. Their art is expressive of the creator, usually protraying great emotions in painting or writing. Their fashion is focused on individuality, but their longevity also makes them value long-lasting forms of expression. Thus, they prefer using jewelry, tattoos, mannerisms, and the like to define themselves. Elves have a personal name and a long-winded family name.

Gnomes are the dwarves' counterpart. They see the world with universal wonder and greatly value individuality. They are sparse in number, but spread to all corners of Mundus. Their is art is varied, but always practical in nature. Even their paintings will all honor someone or teach something specific, such as a magical principle. Gnome fashion is extravagant and non-conforming, including things like dyes, jewelry, personal symbols, and expensive clothing. Gnomes have a personal name, an 'honor' name (a concept, object, or person they idolize), and a family name.

Humans were sundered by the apocalyple and are now completely dependant on dwarven and gnomish societies to live. They are miscellaneous in attitude, due to their (perviously) vast numbers, but generally get along with all other races. Their idea of art is broad, but humans have always loved a good story, bards and poetry are inventions of humanity. Human fashion is that of whatever they find themselves in, be it dwarven or gnomish, sometimes both. Humans have a personal name, a family name, and those who were are (or once were) wealthy often have a middle name for business use only.

Kobolds didn't have a complex culture for very long, thus it is stil quite primitive. The Kobold Empire values unity and power, it's citizens try to embody that. What little art they make is typically religious in nature, invoking images of Tiamat or full-blooded dragons. Kobolds typically see fashion as a waste of resources, prefering practical clothing. Those who have excommunicated to the dwarven states might not believe in these values, as to why they left. Kobolds typically only have a personal name. They also have the same variety of scale colors dragonborn choose from.

Religions

Before their disappearance, the gods of Faerun ruled the material plane. In their absence, a handful of new religions have emerged. While religion has taken a backseat culturally in Mundus, some still take it quite seriously.

Celestialism is a religion focused on worshipping three celestials, Devros, Miala, & Kiraava. They wish to take over as gods of the material realm and return the sun with the light of Mount Celestia. The 'pope' of this religion is a dwarf-aasimar named Kaiga, The Chosen One.

The Hopeful is the term for those who still cling to their old ways. They are a severe minority, mostly being the older generations that were alive before the world ended.

Sarkicism is technically a religion to it's practitioners, otherwise it's an arcane tradition. Sarkicism is the practice of warping living flesh and controlling it, your own and others, with one's mind. It is most clearly associated with commoners being turned into tortured monsters by madmen. Remains of the arcane study are hunted down out of fear. (this is heavily based off of the SCP's neo-sarkic cult)

Viventus Aes are a technology based religion. Members believe mortals must learn to live without the gods and create a utopia through steel and arcana. Serious members wear tech-filled masks and clothes to improve themselves, even robotic prothetics. They are viewed with some trepidation due to their general strangeness, but have done genuine good for civilization (you can start as one with the Stroga custom background).

Technology

Types of advanced technology.

Firearms are a common sight nowadays, more so than bows or crossbows. They are of a technological level similar to that of the mid-1800s and follow the Arcane Artillery ruleset with some modifications, especially to shotguns.

Grenades and other explosives are common enough for adventurers to get their hands on. However, they should be used sparingly underground.

Magi-Tech is the general term for machines that are both magical and mechanical, a counterpart to real life electro-mechanical machines. It uses magic for a power source, sometimes requiring spell slots to operate.

Portals are permanent teleportation spells that were invented by the drow. The civilized races have a jury-rigged version of it, which requires activation by a caster. These portals are invisible to the naked eye and are used as quick, expensive transportation in Mundus.

Prosthetics & Wearable Tech exist, but are rather expensive. Most who have them in spades are typically tinkerers, but any adventurer can find, buy, and use them.

Robots are the most advanced expression of technology. They are complex enough to have rudementary intelligence and autonomous function (no warforged... yet). Many are used in combat and are extremely tough opponents. They fight hard initially, but can breakdown when at low hp levels.

Time and Calendars

Time is told using standard units and mechanical clocks (even watches and grandfather clocks) are fairly common among the better off families, if not available through clock towers. Since there is no day-night cycle, there is some city activity at all times. However, most people mimic the timetables as they would have been on the surface.

Dates and years are measured through arbitrarily defined units. Each week consists of five days (including the 'week' in spell descriptions). There are five months in a year, sixty days each (again, spells change too). They are named White Month, Sew Month, Yellow Month, Reap Month, and Fell Month, respectively.

Timeline (General)

A rough, general timeline of the world. This is ordered chronologically, not alphabetically, of course.

The Mythic Era covers all of the time before the emergence of humanity, ending approximately 1000 years ago. During this time, the only aspects that would be known to a common individual is that dragons and giants fought over the surface world and extra-planar forces were common on the Material Plane.

The Steel Era was heralded by the arrival of humans, through various, yet oddly simultaneous means. They brought a semblance of unity to the elves and dwarves, advancing technology as they did so.

The Sarkic Incursion is the term for an invasion from the northern seas 400 years ago, hosted by human sarkites who terrorized the coasts with their monstrosities. This is the first appearance of Sarkicism in the area.

The Creation of Altus occured about 300 years before our current time period. It emerged from the ruins of several warring factions in the area.

Gral'Trok's Shattering was the result of the internal strife of the dwarves over rightful inheiritance of the throne. It began three years before the surface's collapse and was swiftly resolved by dissolving the state into it's individual cities due to the troubles brought on by the apocalypse.

The Apocalypse also known as The Sundering, The Surface's Collapse, or The Death of The Sun, this is the most significant event after the end of the Mythic Era. The sun and the gods disappeared without warning and all life on the surface fled underground or died in the newly uninhabitable, aberrant tundra.

Mundus Era is the unofficial term for the current times, begining on the 23rd of White Month, 877 Steel Era (SE). The day the sun cease to rise. This era's date is denoted with M.S. (Mortus Sol).

The War on The Underdark was the last ditch effort of the remnant civilized folk under the High Peaks to make their society livable with it's loss of food and increased population. They raided the Great Drow Empire for space and resources, beginning with outposts and fortresses, then quickly moving on to Menzoberranzan. Fortunately, Lolth had abandonned the realm like the surface gods and the drow clergy was under siege from drow arcanists, which lead to their swift defeat. However, purple worms rendered Menzoberranzan's cavern unstable, forcing the area to be abandoned to ruin. The drow's dark experiments and unknown magic now run amok.

The Duergar were also raided. But, they were aware of what happened to the drow and weren't dependant on clerical power for their armies or divided like their neighbors. Their capital, Gracklstugh, locked it's doors and has constantly posted guards to defend. For the last 127 years, they have wordlessly fired upon any who approached.

Viventus Aesism emerged from the clergy of the dwarves not five years after the collapse, quickly rising to prominance in dire times. They immediately began to make significant strides in medical and architechural technologies. This drastically improved the quality of life in Mundus.

Former King Gerard Altus III assassinated within his noble apartment in Haelmarkh's royal palace. Circumstances are mysterious and the duergar are expected to be involved.

Dahl Buldaar attacked by a pair of mages with extremely powerful and experimental enchantment magic in the year 58 M.S. Numerous died to their faulty spell as their plan unravelled and they failed to control their victims. Since then, magic has been extremely limited within the city and The Stringers were formed to root out illegal arcanists.

Celestialism was officially a religion after Kaiga Dredkarn proliferated worship in celestial beings. This is generally considered to have started about sixty years after the collapse. The public's hope of returning to older times with divine healing magic begins to pick up.

Practical Enchanting was invented by Taqadam Renthall Tulmetta within Butan Curagg, officially in the year 96 M.S. Shortly, robotics began an established field of study and the idea of mechanical servants performing dangerous tasks was put forth.