To build upon the short story that I posted recently HERE, I want to share with you some related work that I once did as a freelancer some years ago. More details on that soon.
I feel that it has both been long enough and that I don’t want to simply throw away my work, and will continue to append and compile the setting information onto the blog, as well as another tab at the top of the page. First I will give an overview of the premise of the setting, as well as a mini-description of two of the five nations that hold sway on the world at large.
So I share it here with you the setting information for Diem Mundi: A world that might have never been.
Origins of Strife- The Advent
The Dark Continent of Selna is a land that once gave birth to a nation of evil and decadence. It is known to some scholars as Diem Mundi, or The World of the Gods. Its dark history is spoken of only through ancient whispered fables. Once, in ancient times, Diem Mundi held the secrets of the world within its powerful belly, ready for any who might use it to control existence.
And so they did. A once proud and wise people, named the Selnus, found the power and intended to use it for the better good. As with all things, this absolute power twisted the Selnus, turning their wisdom into avarice, and their good intentions into outright cruelty. In short order, the world went from a modest collection of civilizations to an advanced empire with brutal leaders exploiting the masses, forming what was known as the Advent Empire.
Darkest Before Dawn- The Fall
With no enemy strong enough to oppose them, the Selnus Overlords grew fat and decadent as they continued to command the very firmament with their grand power. Soon, their dark desires brought them to conjure the deepest evils from the far reaches of existence to imagine new and more vile degradation to inflict on the world.
Proving to be their own worst enemies, the Selnus supplied their own undoing. With demons as their consorts and advisers, the rulers of the Advent Empire decided that the world would have to be remade. To do this, everything would have to be undone, and this was the ultimate goal of the foul demons that continued to whisper lies into the ears of the Selnus rulers.
Were it not for the brave actions of a select few from the various tormented nations, the world would have been tossed into oblivion by the blind rulers of the Advent Empire. These valiant souls bravely entered the Advent Empire in secret during the Ritual of Unmaking, and prevented the worst of its effects.
Though these heroes were lost to the events of that fateful day and the world was warped beyond recognition, the world was saved from total annihilation. Away from the damned continent, the meager Selnan colonies rejoiced, for even the worst calamity was preferred to the horrible things the Advent Empire put them through. Not to be forgotten, the heroes of this climactic event have been honored by the surviving colonies, whom have since taken these heroes as their patron guardian spirits. Some went so far as to revere them as gods that allowed the world to continue existing, nameless though they are.
From the Ashes- The Return
And so, the world marched on, slowly healing the scars left behind from the horrible power that once ruled the world. People slowly forgot the calamity that warned of the power within Selna. Centuries passed, as did the fear and aversion associated with the foreboding continent. Against strong religious condemnations, new generations of explorers discarded ancient admonitions as antiquated superstitions, and explorers soon tempted fate to rediscover Selna for themselves.
Following this exploration, several groups took great pains over many decades to establish new colonies, braving the terrible weather and chaotic magic that had sprung up since the calamity centuries ago. More daunting was the shocking fact that it was already occupied by a handful of other hardy peoples. Despite these setbacks, various settlers began to tame the wild continent, and in time the five nations took form to claim various stretches of territory.
So immediate and desperate these colonies were that petty land disputes began to tear the political landscape apart almost as soon as it had been formed. From the approximate time of forming of the first continental colony, Selna saw 100 years of warfare that now threatens to rage for 100 years more.
And even now, in the midst of constant battle and discord, hidden dangers lurk. Preying upon the great greed that has now returned to Selna, these silent workers once again threaten to unmake the world.
Enter the Hero- Present Day
Selna, as it is now, is a world of opportunity. Five nations have built their glorious cities atop the bones of the ancient empires of evil. Hundreds of ruins remain dormant, hiding the secrets of the Advent Empire. Political powers go to war over the slightest dispute, and mercenary armies clash regularly on the battlefield in the name of their sponsors. National politics force nobles to match wit and steel, creating endless intrigue in the royal courts.
The Dark Continent sits on the cusp of ruin or greatness, and it might just take another band of brave adventurers to decide the outcome.
Picture a world recovering from a cataclysmic event. Once ruled by a tyrannical and powerful empire, the survivors slowly recover from a horrible past. On the blasted continent of the historic and terrible rulers, 5 nations rise up to reclaim the home of the empire of evil. The world at large watches as these nations slowly come into conflict with each other, and threaten to once again tear the world asunder with arcane magic and destructive technology.
Like any other entry into fantasy role playing, Diem Mundi is steeped in the kinds of fantasy elements you would expect from your typical Fantasy Role Playing setting. Unlike those fantasy settings, Diem Mundi aspires to both capture the feel of modern adventure, while also trying to be unique enough to stand out among the plethora of available settings.
Instead of a world mired forever in the 11th century, this is a world of progress coming out of its own dark ages. Present in this world are magic and technology, both still in relative infancy. Both remain an important part of nearly all society in the world of Selna.
There are the expected fantasy races, like elves and dwarves, and of course dragons and trolls exist among a plethora of standard issue fantasy creatures. Yet even these creatures are curiously different to accommodate the strange and shifting land of Selna, reflecting the ways in which the world was made anew through strange and forbidden sorceries.
Ultimately, this particular setting presents an exciting world with a dubious history and uncertain future, and should provide enough material for epic journeys and fantastic adventures. With sweeping empires, political intrigue, and national conflict, the setting should be able to cater to a wide range of tastes and preferences. Moreover, this setting should offer even veteran fantasy role players something new and interesting.
Little is known about how the Jhorrund peoples came to inhabit Selna, but they are either the first colonists of the dark continent, or the only survivors of the arcane disaster that rocked the world centuries ago. Some would call them savage, and those that fight under their banner are indeed ruthless warriors, but to call them savage is a gross underestimation of their deep culture.
Though the Jhorrund are mainly composed of dragon folk*, there are also various distinct tribes composed of other races that have banded together under the Jhorrund banner. When or how this happened is a story that each tribe tells differently, but the consensus is that it was a peaceful joining of tribes that all apparently existed before any other colony rediscovered Selna.
As one, they form an impressive power block that rivals that of any colonial powers, both boasting a lack of support from outside of the continent, as well as an intimate knowledge of the lands that most colonists are still tenderly exploring. This does not mean that the whole of Selna is known to the Jhorrund, as there are many lands that remain taboo to the tribes, and many other that they simply have not traversed for various reasons, pragmatic and otherwise.
The Jhorrund once claimed sacred lands in the cold regions to the Northwest, but they were displaced by the Kar Dol colony. As a result, they harbor a seething hatred for the ruthless magitechnicians. The Jhorrund are not normally given to all out war, but they struggle ceaselessly to undermine their sworn enemies by any means they can afford, including subterfuge, raids and open warfare.
Despite their nomadic culture, the Jhorrund are incredible opportunists and adaptable. They regularly capture, scavenge and recruit people and resources into their society to assist in their survival. Rather than steeping themselves in a rigid tradition, they see advancement and subsistence as their tradition, seeking always to be ready to repel their enemies and overcome hardships.
To that end, the Jhorrund are given to using magic and technology that is transportable and benefits their nomadic lifestyle, as well as to bolster their war against those that would challenge the mighty nation. They count foreign magicians and engineers as esteemed members of their society, usually brought in by marriage or friendships. It is said that some of the more lucrative and successful explorers start out with sponsorship by the Jhorrund, only to eventually join the tribe out of willing loyalty to their patrons.
Being naturally mobile, the Jhorrund also maintain a healthy trade, exchanging goods with every nation other than Kal Dor. This has assured their place within the continent’s economy, especially due to their ability to keep trade routes that the other nations cannot.
Despite their cultural flexibility, the Jhorrund enjoy their varied traditions, finding days in which to celebrate and revere their respective beliefs, mixing old and new cultures into their unified whole.
Founded by industrious venture captains that readily threw caution to the wind, Kar Dol established its colony decisively through a cunning blend of magic and technology. Though shunned in their homelands, the mystic engineers saw an opportunity. Their rejection and lack of compunctions led them to do the unthinkable: to claim the untold knowledge from the Dark Continent for themselves.
The movement was founded by West and Charles Hart, two brothers that pioneered the techniques for using magic to bolster the new fields of science. Magicians scoffed at them for muddying their field with an untested methodology, and scientists rebuked them for not keeping science distinct from the established field of magic.
Though this did not stop them, it was difficult to find resources and facilities in which to conduct their research. Seeking donors and students, they eventually came to discover a breakthrough; science was not new, but only being rediscovered. Untold mountains of knowledge lay over the ocean, in the Dark Continent of Selna.
Though most people of the Free Continents were far too fearful of the forbidden land, the brothers were inveterate pathfinders, willing to eschew any superstition in search of success and advancement. As inveterate sweet talkers, they amassed thousands of volunteers to flee the drudge of the Free Continents with promises of riches and wonder, while begging, lying, and stealing to amass a fortune from various investors, confident that they would make greater fortunes on the dark continent.
With these riches, and an army of volunteers, the brothers bided their time, building an armory of weapons meant to defend and establish their new colony, as well as other inventions meant to maximize their chances of survival, no matter the climate or dangers present in the new world.
The brothers eventually launched a mighty fleet, shaking the confidence of the Free Continents; such a fleet was fit for invasion. And so they did invade and form the first of the Free Continental Colonies, but were beholden to no foreign power. Future colonies would bring various claims to the loans taken and crimes committed by the Hart brothers, but there are yet to be any compensations.
The brothers found a beautiful land that seemed abandoned by its people, only to find that it was merely a seasonal site of worship for a native tribe. Unbothered by these flimsy claims, they tested their new army, and drove out the ceremonial procession, making haste to build defenses for whatever came next. History disagrees about what happened next, and both sides speak of attempts at peace. The truth lies buried alongside the thousands that died supporting the edicts of their leaders.
After 100 years of colonization, the empire of Kal Dor is amongst the mightiest in all of Selna. They have few friends, owing no allegiance to either the Free Continents, or any of the other colonies on the Dark Continent. This does nothing to shake their confidence, as the industry of magitech has given them the power to do as they please.
But even Kal Dor has paid for its hubris. The lands inhabited by the mighty empire are dark and tainted with the byproduct of their untested technologies, and the founders found bittersweet success in their venture. Charles Hart was irrevocably murdered on the eve of an experiment that promised to extend the life of the Hart brothers. West successfully carried out the experiment, and found that eternity without his brother was more painful than any condition of mortal life.
Kal Dor continues to succeed under the careful guidance of a bitter and ruthless emperor. The youthful optimism that once pervaded the national identity of Kal Dor has been replaced by a cynicism that seems almost supernatural. Even so, many Kaldorians continue to see a world full of adventure and discovery, hoping to make a discovery that will reverse the strange and wicked transformation of their adopted homelands, and of their society.
Though this setting was originally intended to use the FUDGE rules, time and experience have shown me that 5th edition suits the setting far better. I will begin posting various rules that will expand upon various new player options and unique rules for playing in Diem Mundi, including at least 2 new races, and one sub-race!
I will continue to catalog these posts for people interested in enjoying my setting. Look for more posts soon.
*For the purposes of this setting, dragon folk are effectively similar to another race born of dragons, but are culturally distinct.